|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Legacy camera shake which can do either oscillation or run camera anims. More...
Public Member Functions | |
Functions | |
| void | SetbRandomAnimSegment (bool Value) |
| If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the AnimSequence. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped AnimSequence asset. | |
| void | SetRootShakePattern (UCameraShakePattern InPattern) |
| Sets the root pattern of this camera shake. | |
| UCameraShakePattern | GetRootShakePattern () const |
| Gets the root pattern of this camera shake. | |
| 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 | |
Camera Shakes | |
| static ULegacyCameraShake | StartLegacyCameraShakeFromSource (APlayerCameraManager PlayerCameraManager, TSubclassOf< ULegacyCameraShake > ShakeClass, UCameraShakeSourceComponent SourceComponent, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator()) |
| Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties. | |
| static ULegacyCameraShake | StartLegacyCameraShake (APlayerCameraManager PlayerCameraManager, TSubclassOf< ULegacyCameraShake > ShakeClass, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator()) |
| Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties. | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UCameraShakeBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AnimShake | |
| float32 | AnimPlayRate |
| Scalar defining how fast to play the anim. | |
| float32 | AnimScale |
| Scalar defining how "intense" to play the anim. | |
| float32 | AnimBlendInTime |
| Linear blend-in time. | |
| float32 | RandomAnimSegmentDuration |
| When bRandomAnimSegment is true, this defines how long the anim should play. | |
| float32 | AnimBlendOutTime |
| Linear blend-out time. | |
| UCameraAnimationSequence | AnimSequence |
| Source camera animation sequence to play. Can be null. | |
Oscillation | |
| FFOscillator | FOVOscillation |
| FOV oscillation. | |
| FROscillator | RotOscillation |
| Rotational oscillation. | |
| FVOscillator | LocOscillation |
| Positional oscillation. | |
| float32 | OscillationDuration |
| Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation. | |
| float32 | OscillationBlendOutTime |
| Duration of the blend-out, where the oscillation scales from 1 to 0. | |
| float32 | OscillationBlendInTime |
| Duration of the blend-in, where the oscillation scales from 0 to 1. | |
| Public Attributes inherited from UCameraShakeBase | |
| UCameraShakePattern | RootShakePattern |
| The root pattern for this camera shake. | |
| float32 | ShakeScale |
| The overall scale to apply to the shake. Only valid when the shake is active. | |
| bool | bSingleInstance |
| If true to only allow a single instance of this shake class to play at any given time. Subsequent attempts to play this shake will simply restart the timer. | |
| 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 |
CameraShake | |
| float32 | OscillatorTimeRemaining |
| Time remaining for oscillation shakes. Less than 0.f means shake infinitely. | |
| void | StopShake (bool bImmediately) |
| Called when the shake is explicitly stopped. | |
| void | PlayShake (float32 Scale) |
| Called when the shake starts playing. | |
| bool | IsFinished () const |
| Called to allow a shake to decide when it's finished playing. | |
| void | BlueprintUpdateCameraShake (float32 DeltaTime, float32 Alpha, FMinimalViewInfo POV, FMinimalViewInfo &ModifiedPOV) |
| Called every tick to let the shake modify the point of view. | |
Legacy camera shake which can do either oscillation or run camera anims.
| void BlueprintUpdateCameraShake | ( | float32 | DeltaTime, |
| float32 | Alpha, | ||
| FMinimalViewInfo | POV, | ||
| FMinimalViewInfo & | ModifiedPOV ) |
Called every tick to let the shake modify the point of view.
| bool IsFinished | ( | ) | const |
Called to allow a shake to decide when it's finished playing.
| void PlayShake | ( | float32 | Scale | ) |
Called when the shake starts playing.
| void SetbRandomAnimSegment | ( | bool | Value | ) |
If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the AnimSequence. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped AnimSequence asset.
|
static |
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
|
static |
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
|
static |
| void StopShake | ( | bool | bImmediately | ) |
Called when the shake is explicitly stopped.
| float32 AnimBlendInTime |
Linear blend-in time.
| float32 AnimBlendOutTime |
Linear blend-out time.
| float32 AnimPlayRate |
Scalar defining how fast to play the anim.
| float32 AnimScale |
Scalar defining how "intense" to play the anim.
| UCameraAnimationSequence AnimSequence |
Source camera animation sequence to play. Can be null.
| FFOscillator FOVOscillation |
FOV oscillation.
| FVOscillator LocOscillation |
Positional oscillation.
| float32 OscillationBlendInTime |
Duration of the blend-in, where the oscillation scales from 0 to 1.
| float32 OscillationBlendOutTime |
Duration of the blend-out, where the oscillation scales from 1 to 0.
| float32 OscillationDuration |
Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.
| float32 OscillatorTimeRemaining |
Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
| float32 RandomAnimSegmentDuration |
When bRandomAnimSegment is true, this defines how long the anim should play.
| FROscillator RotOscillation |
Rotational oscillation.