G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UGothicAnimInstance Class Reference

Public Member Functions

Dynamic Transition
UAnimMontage PlayDynamicTransition (UAnimSequenceBase animation, FName slotName, float32 blendInTime, float32 blendOutTime, float32 playRate, float32 startTime, float32 reTriggerDelay)
Movement | Checks
FVector AltVelocity ()
float32 GroundClearance ()
bool MoveSlopeDown ()
float32 AltDirection ()
Functions
ULocomotionSequencesData GetLocomotionSequencesData ()
float32 GetPhotoModeCurveValue (FName CurveName)
void ResetBreaker ()
const UGothicMovementComponent GetGothicMovementComponent () const
bool HasGameplayTag (FGameplayTag Tag, bool bExactMatch) const
TArray< FName > GetFootStepSocketNames (float32 HeightDifferentTolerance=5.000000, float32 ForwardDistanceTolerance=15.000000) const
FName GetFeetSocket () const
Public Member Functions inherited from UBaseGothicAnimInstance
float32 GetMontagePosition (const UAnimMontage Montage) const
UAnimMontage GetCurrentActiveMontageInSlot (FName Name) const
Public Member Functions inherited from UAnimInstance
void GetActiveCurveNames (EAnimCurveType CurveType, TArray< FName > &OutNames) const
 This returns last up-to-date list of active curve names.
bool GetCurveValueWithDefault (FName CurveName, float32 DefaultValue, float32 &OutValue)
 Returns whether a named curve was found, its value, and a default value when it's not found.
void GetAllCurveNames (TArray< FName > &OutNames) const
 This returns all curve names. This is the same as calling GetActiveCurveNames with CurveType == AttributeCurve.
float32 GetCurveValue (FName CurveName) const
 Returns the value of a named curve.
void ResetDynamics (ETeleportType InTeleportType)
 Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.).
void RequestSlotGroupInertialization (FName InSlotGroupName, float32 Duration, const UBlendProfile BlendProfile=nullptr)
 Requests an inertial blend during the next anim graph update. Requires your anim graph to have a slot node belonging to the specified group name.
void LinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass)
 Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.
UAnimInstance GetLinkedAnimGraphInstanceByTag (FName InTag) const
 Runs through all nodes, attempting to find the first linked instance by name/tag.
void GetLinkedAnimGraphInstancesByTag (FName InTag, TArray< UAnimInstance > &OutLinkedInstances) const
UAnimInstance GetLinkedAnimLayerInstanceByClass (TSubclassOf< UAnimInstance > InClass, bool bCheckForChildClass=false) const
 Gets the first layer linked instance corresponding to the specified class, optionally if bCheckForChildClass is true, it will check IsChildOf on InClass.
UAnimInstance GetLinkedAnimLayerInstanceByGroup (FName InGroup) const
 Gets the layer linked instance corresponding to the specified group.
UAnimInstance GetLinkedAnimLayerInstanceByGroupAndClass (FName InGroup, TSubclassOf< UAnimInstance > InClass) const
 Gets layer linked instance that matches group and class.
void GetLinkedAnimLayerInstancesByGroup (FName InGroup, TArray< UAnimInstance > &OutLinkedInstances) const
 Runs through all nodes, attempting to find all distinct layer linked instances in the group.
void UnlinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass)
 Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.
void LinkAnimGraphByTag (FName InTag, TSubclassOf< UAnimInstance > InClass)
 Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches.
void SetUseMainInstanceMontageEvaluationData (bool bSet)
bool IsUsingMainInstanceMontageEvaluationData () const
void ClearMorphTargets ()
 Clears the current morph targets.
void SetMorphTarget (FName MorphTargetName, float32 Value)
 Sets a morph target to a certain weight.
void SnapshotPose (FPoseSnapshot &Snapshot)
 Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
void RemovePoseSnapshot (FName SnapshotName)
 Remove a previously saved pose snapshot from the internal snapshot cache.
void SavePoseSnapshot (FName SnapshotName)
 Takes a snapshot of the current skeletal mesh component pose & saves it internally. This snapshot can then be retrieved by name in the animation blueprint for blending. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
void SetRootMotionMode (ERootMotionMode Value)
 Set RootMotionMode.
bool WasAnimNotifyStateActiveInAnyState (TSubclassOf< UAnimNotifyState > AnimNotifyStateType)
 Get whether a particular notify state was active in any state machine last tick.
FMarkerSyncAnimPosition GetSyncGroupPosition (FName InSyncGroupName) const
bool HasMarkerBeenHitThisFrame (FName SyncGroup, FName MarkerName) const
bool GetTimeToClosestMarker (FName SyncGroup, FName MarkerName, float32 &OutMarkerTime) const
 — AI communication end —
bool IsSyncGroupBetweenMarkers (FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder=true) const
void MontageSync_StopFollowing (const UAnimMontage MontageFollower)
 Stop following the montage's leader in this anim instance.
void MontageSync_Follow (const UAnimMontage MontageFollower, const UAnimInstance OtherAnimInstance, const UAnimMontage MontageLeader)
 Synchronize a montage to another anim instance's montage. Both montages must be playing already.
void BlueprintUpdateAnimation (float32 DeltaTimeX)
 Executed when the Animation is updated.
void BlueprintLinkedAnimationLayersInitialized ()
 Executed when the all Linked Animation Layers are initialized.
void BlueprintInitializeAnimation ()
 Executed when the Animation is initialized.
void BlueprintThreadSafeUpdateAnimation (float32 DeltaTime)
 Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update.
void BlueprintPostEvaluateAnimation ()
 Executed after the Animation is evaluated.
void BlueprintBeginPlay ()
 Executed when begin play is called on the owning component.
void SetbReceiveNotifiesFromLinkedInstances (bool Value)
 Whether to process notifies from any linked anim instances.
void SetbPropagateNotifiesToLinkedInstances (bool Value)
 Whether to propagate notifies to any linked anim instances.
void SetbUseMainInstanceMontageEvaluationData (bool Value)
 If true, linked instances will use the main instance's montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.).
float32 GetDeltaSeconds () const
 Get the current delta time.
USkeletalMeshComponent GetOwningComponent () const
 Returns the skeletal mesh component that has created this AnimInstance.
void UnlockAIResources (bool bUnlockMovement, bool UnlockAILogic)
 unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources. DEPRECATED. Use UnlockAIResourcesWithAnimation instead
AActor GetOwningActor () const
 Returns the owning actor of this AnimInstance.
APawn TryGetPawnOwner () const
 kismet event functions
void ClearTransitionEvents (const FName EventName)
 Removes all queued transition requests with the given event name.
UAnimInstance Blueprint_GetMainAnimInstance () const
 Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component.
bool RequestTransitionEvent (const FName EventName, float RequestTimeout, ETransitionRequestQueueMode QueueMode, ETransitionRequestOverwriteMode OverwriteMode)
 Attempts to queue a transition request, returns true if the request was successful.
float32 CalculateDirection (FVector Velocity, FRotator BaseRotation) const
void ClearAllTransitionEvents ()
 Removes all queued transition requests.
void LockAIResources (bool bLockMovement, bool LockAILogic)
 locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead
float32 Blueprint_GetSlotMontageLocalWeight (FName SlotNodeName) const
 Get local weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0.
bool DynamicMontage_IsPlayingFrom (const UAnimSequenceBase Animation) const
 Returns true if there is an animation montage is currently active and playing that was created from the provided animation.
UAnimMontage GetCurrentActiveMontage () const
 Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
bool Montage_GetIsStopped (const UAnimMontage Montage) const
 return true if Montage is not currently active. (not valid or blending out)
bool IsAnyMontagePlaying () const
 Returns true if any montage is playing currently. Doesn't mean it's active though, it could be blending out.
bool IsPlayingSlotAnimation (const UAnimSequenceBase Asset, FName SlotNodeName) const
 Return true if it's playing the slot animation.
bool IsSlotActive (FName SlotNodeName) const
 Return true if this instance has an active montage in the given slot. A UAnimMontage that is playing in the slot and blending out is not determined to be "active".
void Montage_StopWithBlendSettings (FMontageBlendSettings BlendOutSettings, const UAnimMontage Montage=nullptr)
 Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset.
void Montage_SetNextSection (FName SectionNameToChange, FName NextSection, const UAnimMontage Montage=nullptr)
 Relink new next section AFTER SectionNameToChange in run-time You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, use this function to relink the next section For example, you can have Start->Loop->Loop->Loop.... but when you want it to end, you can relink next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End.
void Montage_Pause (const UAnimMontage Montage=nullptr)
 Pauses the animation montage. If reference is NULL, it will pause ALL active montages.
float32 Montage_Play (UAnimMontage MontageToPlay, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play.
UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendSettings (UAnimSequenceBase Asset, FName SlotNodeName, FMontageBlendSettings BlendInSettings, FMontageBlendSettings BlendOutSettings, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
FName Montage_GetCurrentSection (const UAnimMontage Montage=nullptr) const
 Returns the name of the current animation montage section.
float32 Montage_GetBlendTime (const UAnimMontage Montage) const
 Get the current blend time of the Montage. If Montage reference is NULL, it will return the current blend time on the first active Montage found.
void StopSlotAnimation (float32 InBlendOutTime=0.250000, FName SlotNodeName=NAME_None)
 Stops currently playing slot animation slot or all.
float32 Montage_GetPlayRate (const UAnimMontage Montage) const
 Get PlayRate for Montage. This does not account for RateScale, so it may not reflect the actual play rate seen in game (see Montage_GetEffectivePlayRate). If Montage reference is NULL, PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
float32 Montage_GetPosition (const UAnimMontage Montage) const
 Get Current Montage Position.
float32 Montage_GetEffectivePlayRate (const UAnimMontage Montage) const
 Get scaled PlayRate for Montage. This accounts for RateScale, so it will reflect the actual play rate seen in game. If Montage reference is NULL, scaled PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
bool Montage_IsPlaying (const UAnimMontage Montage) const
 Returns true if the animation montage is currently active and playing. If reference is NULL, it will return true is ANY montage is currently active and playing.
void Montage_JumpToSection (FName SectionName, const UAnimMontage Montage=nullptr)
 Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.
void Montage_JumpToSectionsEnd (FName SectionName, const UAnimMontage Montage=nullptr)
 Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages.
UAnimMontage PlaySlotAnimationAsDynamicMontage (UAnimSequenceBase Asset, FName SlotNodeName, float32 BlendInTime=0.250000, float32 BlendOutTime=0.250000, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendArgs (UAnimSequenceBase Asset, FName SlotNodeName, FAlphaBlendArgs BlendIn, FAlphaBlendArgs BlendOut, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
float32 Montage_PlayWithBlendIn (UAnimMontage MontageToPlay, FAlphaBlendArgs BlendIn, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Same as Montage_Play, but you can specify an AlphaBlend for Blend In settings.
float32 Montage_PlayWithBlendSettings (UAnimMontage MontageToPlay, FMontageBlendSettings BlendInSettings, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Same as Montage_Play, but you can overwrite all of the montage's default blend in settings.
void Montage_Resume (const UAnimMontage Montage)
 Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.
bool Montage_IsActive (const UAnimMontage Montage) const
 Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.
void Montage_SetPlayRate (const UAnimMontage Montage, float32 NewPlayRate=1.000000)
 Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.
void Montage_SetPosition (const UAnimMontage Montage, float32 NewPosition)
 Set position.
void Montage_Stop (float32 InBlendOutTime, const UAnimMontage Montage=nullptr)
 Stopped montages will blend out using their montage asset's BlendOut, with InBlendOutTime as the BlendTime.
void Montage_StopGroupByName (float32 InBlendOutTime, FName GroupName)
 Stops all active montages belonging to a group.
void Montage_StopWithBlendOut (FAlphaBlendArgs BlendOut, const UAnimMontage Montage=nullptr)
 Same as Montage_Stop. Uses values from the AlphaBlendArgs. Other settings come from the montage asset.
bool GetPropagateNotifiesToLinkedInstances () const
 Get whether to propagate notifies to any linked anim instances.
bool GetReceiveNotifiesFromLinkedInstances () const
 Get whether to process notifies from any linked anim instances.
void SetReceiveNotifiesFromLinkedInstances (bool bSet)
 Set whether to process notifies from any linked anim instances.
void SetPropagateNotifiesToLinkedInstances (bool bSet)
 Set whether to propagate notifies to any linked anim instances.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBaseGothicAnimInstance
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimInstance
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Anim Graph - Aiming Values
FRotator SpineRotation
 Anim Graph - Aiming Values.
FVector2D AimingAngle
float32 ForwardYawTime
float32 LeftYawTime
FRotator m_AimingRotation
float32 RightYawTime
float32 m_AimYawRate
FVector2D SmoothedAimingAngle
float32 AimSweepTime
float32 InputYawOffsetTime
Anim Graph - Breaker
TArray< FRandomSequence > m_WalkBreakers
TArray< FRandomSequence > m_IdleBreakers
FRandomSequencePlayer m_RandomSequencePlayerWalk
FRandomSequencePlayer m_RandomSequencePlayer
 BREAKERS.
Anim Graph - Grounded
FVelocityBlendS VelocityBlend
float32 LYaw
float32 BYaw
float32 FYaw
FLeanAmountS LeanAmount
float32 CrouchingPlayRate
float32 StrideBlend
float32 WalkRunBlend
bool bStopping
float32 DiagonalScaleAmount
float32 StandingPlayRate
bool bBlockedState
bool bPrevBlockedState
EPivotTrigger PivotTrigger
float32 RotateScale
float32 RotateRate
float32 RYaw
bool bShouldMove
bool bStopped
float32 AnimationRotateRate
EHLSHipsDirection TrackedHipsDirection
 Anim Graph - Grounded.
FVector RelativeAccelerationAmount
bool bLockedMovement
bool bPrevLockedMovement
bool bRotateL
bool bRotateR
bool bPivot
Anim Graph - In Air
float32 m_JumpIntoWaterDistance
bool m_IsInWater
 WATER.
float32 m_FallDistance
float32 JumpPlayRate
 Anim Graph - In Air.
float32 LandPrediction
bool m_JumpIntoWater
float32 m_InWaterDepth
float32 FallSpeed
Anim Graph - Layer Blending
float32 m_BasePose_N
float32 m_BasePose_CLF
float32 m_BasePose_Combat
float32 m_Enable_AimOffset
 Layers.
float32 m_Enable_HandIK_L
float32 m_Enable_HandIK_R
Anim Graph - Ragdoll
float32 FlailRate
Anim Graph - Swimming
ESwimType m_DesiredSwimType
 Desired swim type (normal or diving).
float32 m_SwimBlendPitch
 Swim blend pitch, in the range [-1 1] This is used to drive the swim blendspace.
float32 m_SwimBlendPitchSmoothTime
 Smoothing time of "swim blend pitch", in seconds.
float32 m_SwimBlendYaw
 Swim blend yaw, in the range [-1 1] This is used to drive the swim blendspace.
float32 m_SwimTimeJumpingIntoWater
 Amount of time in the "swimming" movement state where we consider m_SwimBlendPitchJumpingIntoWater instead of the dynamic pitch computation.
float32 m_SwimSpeed
 Swim speed, in units per second. Needed because m_Speed does not take vertical movement into account.
float32 m_SwimPlayRate
 Swim play rate, in the range [0 1].
float32 m_SwimBlendPitchJumpingIntoWater
 Swim blend pitch when jumping into the water.
Character information
EViewMode ViewMode
 Character information.
bool m_IsInFrontWall
Facials
bool m_SkipFacials
GothicAnimInstance
float32 m_FacingAngle
float32 m_Direction
bool m_HasControllerInput
FVector m_PreviousVelocity
float32 m_RandomCyclesStartPosition
 TO randomize StartPosition a bit more.
bool m_LookPointsOfInterestPassively
 Points of interest.
FRotator m_CharacterRotation
FRotator m_PreviousCharacterRotation
FRotator m_ControllerRotation
float32 m_prevSpeed
bool m_bHasMovementInput
EMovementDirection m_MovementDirection
ERotationMode m_RotationMode
EWalkSpeed m_PrevDesiredWalkSpeed
EWalkSpeed m_DesiredWalkSpeed
EWalkSpeed m_WalkSpeed
EMovementAction m_DesiredMovementAction
EMovementAction m_MovementAction
bool m_IsTurning
 TURN.
float32 m_LookAtAngle
float32 m_Speed
bool m_IsPoiAvailable
FVector m_CharacterVelocity
bool m_IsLinkedLayer
EClimbType m_ClimbType
EStance m_Stance
bool m_IsAggressive
FName m_BoneToCut
bool m_CutBoneInvert
EWeaponSkill m_WeaponSkill
 — COMBAT
bool m_IsInCombat
bool m_IsUsingCrossBow
float32 m_MovementStateTime
 Time spent in the current movement state, in seconds.
EMovementState m_PrevMovementState
 The previous movement state.
EMovementState m_MovementState
ULocomotionSequencesData m_LocomotionSequencesData
bool m_UseLinkedLayers
EStance m_PrevStance
EStance m_DesiredStance
float32 m_MMRootDelta
bool m_UseMotionMatching
 MOTION MATCHING.
HP
bool m_IsAlive
IK
bool m_IsFootIKEnabled
Pose
EItemState m_ItemState
Ranged
bool m_IsStrafing
bool m_IsFiring
bool m_IsAiming
Targeting
bool m_IsTargeting
Variables
const ULocomotionSequencesData LocomotionSequencesData
const UGothicMovementComponent GothicMovementComponent
const FName FeetSocket
Public Attributes inherited from UBaseGothicAnimInstance
AGothicCharacter m_Character
int m_LODLevel
bool bIsInPhotoMode
Public Attributes inherited from UAnimInstance
FOnMontageStartedMCDelegate OnMontageStarted
 Called when a montage has started.
FOnMontageBlendedInEndedMCDelegate OnMontageBlendedIn
 Called when a montage finishes blending in.
FOnMontageEndedMCDelegate OnMontageEnded
 Called when a montage has ended, whether interrupted or finished.
FOnMontageBlendingOutStartedMCDelegate OnMontageBlendingOut
 Called when a montage starts blending out, whether interrupted or finished.
FOnAllMontageInstancesEndedMCDelegate OnAllMontageInstancesEnded
 Called when all Montage instances have ended.
const USkeletalMeshComponent OwningComponent
 Returns the skeletal mesh component that has created this AnimInstance.
const AActor OwningActor
 Returns the owning actor of this AnimInstance.
const float32 DeltaSeconds
 Get the current delta time.
const UAnimMontage CurrentActiveMontage
 Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
bool PropagateNotifiesToLinkedInstances
 Get whether to propagate notifies to any linked anim instances.
bool ReceiveNotifiesFromLinkedInstances
 Get whether to process notifies from any linked anim instances.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Animation|Curves

const float32 FeetPosition
 Returns the value of a named curve.
float32 GetFeetPosition () const
 Returns the value of a named curve.

Falling | Checks

const float32 InitialFallDistance
 Distance on fall start to determin fall action/ used for dives, but can be used for falling too!
float32 SurfaceDistance ()
 Distance during fall!
float32 GetInitialFallDistance ()
 Distance on fall start to determin fall action/ used for dives, but can be used for falling too!

State | Checks

bool bIsTransforming
bool bIsInConversation
bool bIsInCinematic
bool bIsOnLadder
bool bIsCrouching
bool bIsUnTransforming
bool bHasTorchInHand
bool bHasItemInHand
FRotator LookAtRotator
float32 EnableLookAt
FVector LookAtPoint
bool EnableMicroGestures
bool bIsThrowing
bool bIsTransformed
const FGameplayTag WeaponTagTS
FGameplayTag GetWeaponTagTS ()

Water | Checks

const float32 PredictedWaterDepth
float32 GetPredictedWaterDepth ()
float32 JumpingAnimDelta ()
bool JumpingIntoWater ()
bool isAcrobatic ()
bool ShouldRecoverDive ()
bool ShouldDive ()

Member Function Documentation

◆ AltDirection()

float32 AltDirection ( )

◆ AltVelocity()

FVector AltVelocity ( )

◆ GetFeetPosition()

float32 GetFeetPosition ( ) const

Returns the value of a named curve.

◆ GetFeetSocket()

FName GetFeetSocket ( ) const

◆ GetFootStepSocketNames()

TArray< FName > GetFootStepSocketNames ( float32 HeightDifferentTolerance = 5.000000,
float32 ForwardDistanceTolerance = 15.000000 ) const

◆ GetGothicMovementComponent()

const UGothicMovementComponent GetGothicMovementComponent ( ) const

◆ GetInitialFallDistance()

float32 GetInitialFallDistance ( )

Distance on fall start to determin fall action/ used for dives, but can be used for falling too!

◆ GetLocomotionSequencesData()

ULocomotionSequencesData GetLocomotionSequencesData ( )

◆ GetPhotoModeCurveValue()

float32 GetPhotoModeCurveValue ( FName CurveName)

◆ GetPredictedWaterDepth()

float32 GetPredictedWaterDepth ( )

◆ GetWeaponTagTS()

FGameplayTag GetWeaponTagTS ( )

◆ GroundClearance()

float32 GroundClearance ( )

◆ HasGameplayTag()

bool HasGameplayTag ( FGameplayTag Tag,
bool bExactMatch ) const

◆ isAcrobatic()

bool isAcrobatic ( )

◆ JumpingAnimDelta()

float32 JumpingAnimDelta ( )

◆ JumpingIntoWater()

bool JumpingIntoWater ( )

◆ MoveSlopeDown()

bool MoveSlopeDown ( )

◆ PlayDynamicTransition()

UAnimMontage PlayDynamicTransition ( UAnimSequenceBase animation,
FName slotName,
float32 blendInTime,
float32 blendOutTime,
float32 playRate,
float32 startTime,
float32 reTriggerDelay )

◆ ResetBreaker()

void ResetBreaker ( )

◆ ShouldDive()

bool ShouldDive ( )

◆ ShouldRecoverDive()

bool ShouldRecoverDive ( )

◆ StaticClass()

UClass StaticClass ( )
static

◆ SurfaceDistance()

float32 SurfaceDistance ( )

Distance during fall!

Member Data Documentation

◆ AimingAngle

FVector2D AimingAngle

◆ AimSweepTime

float32 AimSweepTime

◆ AnimationRotateRate

float32 AnimationRotateRate

◆ bBlockedState

bool bBlockedState

◆ bHasItemInHand

bool bHasItemInHand

◆ bHasTorchInHand

bool bHasTorchInHand

◆ bIsCrouching

bool bIsCrouching

◆ bIsInCinematic

bool bIsInCinematic

◆ bIsInConversation

bool bIsInConversation

◆ bIsOnLadder

bool bIsOnLadder

◆ bIsThrowing

bool bIsThrowing

◆ bIsTransformed

bool bIsTransformed

◆ bIsTransforming

bool bIsTransforming

◆ bIsUnTransforming

bool bIsUnTransforming

◆ bLockedMovement

bool bLockedMovement

◆ bPivot

bool bPivot

◆ bPrevBlockedState

bool bPrevBlockedState

◆ bPrevLockedMovement

bool bPrevLockedMovement

◆ bRotateL

bool bRotateL

◆ bRotateR

bool bRotateR

◆ bShouldMove

bool bShouldMove

◆ bStopped

bool bStopped

◆ bStopping

bool bStopping

◆ BYaw

float32 BYaw

◆ CrouchingPlayRate

float32 CrouchingPlayRate

◆ DiagonalScaleAmount

float32 DiagonalScaleAmount

◆ EnableLookAt

float32 EnableLookAt

◆ EnableMicroGestures

bool EnableMicroGestures

◆ FallSpeed

float32 FallSpeed

◆ FeetPosition

const float32 FeetPosition

Returns the value of a named curve.

◆ FeetSocket

const FName FeetSocket

◆ FlailRate

float32 FlailRate

◆ ForwardYawTime

float32 ForwardYawTime

◆ FYaw

float32 FYaw

◆ GothicMovementComponent

const UGothicMovementComponent GothicMovementComponent

◆ InitialFallDistance

const float32 InitialFallDistance

Distance on fall start to determin fall action/ used for dives, but can be used for falling too!

◆ InputYawOffsetTime

float32 InputYawOffsetTime

◆ JumpPlayRate

float32 JumpPlayRate

Anim Graph - In Air.

◆ LandPrediction

float32 LandPrediction

◆ LeanAmount

FLeanAmountS LeanAmount

◆ LeftYawTime

float32 LeftYawTime

◆ LocomotionSequencesData

const ULocomotionSequencesData LocomotionSequencesData

◆ LookAtPoint

FVector LookAtPoint

◆ LookAtRotator

FRotator LookAtRotator

◆ LYaw

float32 LYaw

◆ m_AimingRotation

FRotator m_AimingRotation

◆ m_AimYawRate

float32 m_AimYawRate

◆ m_BasePose_CLF

float32 m_BasePose_CLF

◆ m_BasePose_Combat

float32 m_BasePose_Combat

◆ m_BasePose_N

float32 m_BasePose_N

◆ m_bHasMovementInput

bool m_bHasMovementInput

◆ m_BoneToCut

FName m_BoneToCut

◆ m_CharacterRotation

FRotator m_CharacterRotation

◆ m_CharacterVelocity

FVector m_CharacterVelocity

◆ m_ClimbType

EClimbType m_ClimbType

◆ m_ControllerRotation

FRotator m_ControllerRotation

◆ m_CutBoneInvert

bool m_CutBoneInvert

◆ m_DesiredMovementAction

EMovementAction m_DesiredMovementAction

◆ m_DesiredStance

EStance m_DesiredStance

◆ m_DesiredSwimType

ESwimType m_DesiredSwimType

Desired swim type (normal or diving).

◆ m_DesiredWalkSpeed

EWalkSpeed m_DesiredWalkSpeed

◆ m_Direction

float32 m_Direction

◆ m_Enable_AimOffset

float32 m_Enable_AimOffset

Layers.

◆ m_Enable_HandIK_L

float32 m_Enable_HandIK_L

◆ m_Enable_HandIK_R

float32 m_Enable_HandIK_R

◆ m_FacingAngle

float32 m_FacingAngle

◆ m_FallDistance

float32 m_FallDistance

◆ m_HasControllerInput

bool m_HasControllerInput

◆ m_IdleBreakers

TArray<FRandomSequence> m_IdleBreakers

◆ m_InWaterDepth

float32 m_InWaterDepth

◆ m_IsAggressive

bool m_IsAggressive

◆ m_IsAiming

bool m_IsAiming

◆ m_IsAlive

bool m_IsAlive

◆ m_IsFiring

bool m_IsFiring

◆ m_IsFootIKEnabled

bool m_IsFootIKEnabled

◆ m_IsInCombat

bool m_IsInCombat

◆ m_IsInFrontWall

bool m_IsInFrontWall

◆ m_IsInWater

bool m_IsInWater

WATER.

◆ m_IsLinkedLayer

bool m_IsLinkedLayer

◆ m_IsPoiAvailable

bool m_IsPoiAvailable

◆ m_IsStrafing

bool m_IsStrafing

◆ m_IsTargeting

bool m_IsTargeting

◆ m_IsTurning

bool m_IsTurning

TURN.

◆ m_IsUsingCrossBow

bool m_IsUsingCrossBow

◆ m_ItemState

EItemState m_ItemState

◆ m_JumpIntoWater

bool m_JumpIntoWater

◆ m_JumpIntoWaterDistance

float32 m_JumpIntoWaterDistance

◆ m_LocomotionSequencesData

ULocomotionSequencesData m_LocomotionSequencesData

◆ m_LookAtAngle

float32 m_LookAtAngle

◆ m_LookPointsOfInterestPassively

bool m_LookPointsOfInterestPassively

Points of interest.

◆ m_MMRootDelta

float32 m_MMRootDelta

◆ m_MovementAction

EMovementAction m_MovementAction

◆ m_MovementDirection

EMovementDirection m_MovementDirection

◆ m_MovementState

EMovementState m_MovementState

◆ m_MovementStateTime

float32 m_MovementStateTime

Time spent in the current movement state, in seconds.

◆ m_PrevDesiredWalkSpeed

EWalkSpeed m_PrevDesiredWalkSpeed

◆ m_PreviousCharacterRotation

FRotator m_PreviousCharacterRotation

◆ m_PreviousVelocity

FVector m_PreviousVelocity

◆ m_PrevMovementState

EMovementState m_PrevMovementState

The previous movement state.

◆ m_prevSpeed

float32 m_prevSpeed

◆ m_PrevStance

EStance m_PrevStance

◆ m_RandomCyclesStartPosition

float32 m_RandomCyclesStartPosition

TO randomize StartPosition a bit more.

◆ m_RandomSequencePlayer

FRandomSequencePlayer m_RandomSequencePlayer

BREAKERS.

◆ m_RandomSequencePlayerWalk

FRandomSequencePlayer m_RandomSequencePlayerWalk

◆ m_RotationMode

ERotationMode m_RotationMode

◆ m_SkipFacials

bool m_SkipFacials

◆ m_Speed

float32 m_Speed

◆ m_Stance

EStance m_Stance

◆ m_SwimBlendPitch

float32 m_SwimBlendPitch

Swim blend pitch, in the range [-1 1] This is used to drive the swim blendspace.

◆ m_SwimBlendPitchJumpingIntoWater

float32 m_SwimBlendPitchJumpingIntoWater

Swim blend pitch when jumping into the water.

◆ m_SwimBlendPitchSmoothTime

float32 m_SwimBlendPitchSmoothTime

Smoothing time of "swim blend pitch", in seconds.

◆ m_SwimBlendYaw

float32 m_SwimBlendYaw

Swim blend yaw, in the range [-1 1] This is used to drive the swim blendspace.

◆ m_SwimPlayRate

float32 m_SwimPlayRate

Swim play rate, in the range [0 1].

◆ m_SwimSpeed

float32 m_SwimSpeed

Swim speed, in units per second. Needed because m_Speed does not take vertical movement into account.

◆ m_SwimTimeJumpingIntoWater

float32 m_SwimTimeJumpingIntoWater

Amount of time in the "swimming" movement state where we consider m_SwimBlendPitchJumpingIntoWater instead of the dynamic pitch computation.

◆ m_UseLinkedLayers

bool m_UseLinkedLayers

◆ m_UseMotionMatching

bool m_UseMotionMatching

MOTION MATCHING.

◆ m_WalkBreakers

TArray<FRandomSequence> m_WalkBreakers

◆ m_WalkSpeed

EWalkSpeed m_WalkSpeed

◆ m_WeaponSkill

EWeaponSkill m_WeaponSkill

— COMBAT

◆ PivotTrigger

EPivotTrigger PivotTrigger

◆ PredictedWaterDepth

const float32 PredictedWaterDepth

◆ RelativeAccelerationAmount

FVector RelativeAccelerationAmount

◆ RightYawTime

float32 RightYawTime

◆ RotateRate

float32 RotateRate

◆ RotateScale

float32 RotateScale

◆ RYaw

float32 RYaw

◆ SmoothedAimingAngle

FVector2D SmoothedAimingAngle

◆ SpineRotation

FRotator SpineRotation

Anim Graph - Aiming Values.

◆ StandingPlayRate

float32 StandingPlayRate

◆ StrideBlend

float32 StrideBlend

◆ TrackedHipsDirection

EHLSHipsDirection TrackedHipsDirection

Anim Graph - Grounded.

◆ VelocityBlend

FVelocityBlendS VelocityBlend

◆ ViewMode

EViewMode ViewMode

Character information.

◆ WalkRunBlend

float32 WalkRunBlend

◆ WeaponTagTS

const FGameplayTag WeaponTagTS