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

Pose Asset that can be blended by weight of curves. More...

Static Public Member Functions

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

Public Attributes

Additive
bool bAdditivePose
 Whether or not Additive Pose or not - these are property that needs post process, so.
Animation
TSoftObjectPtr< USkeletalMesh > RetargetSourceAsset
 If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.
FName RetargetSource
 Base pose to use when retargeting.
Source
UAnimSequence SourceAnimation
Public Attributes inherited from UAnimationAsset
TArray< TObjectPtr< UAnimMetaData > > MetaData
 Meta data that can be saved with the asset.
UThumbnailInfo ThumbnailInfo
 Information for thumbnail rendering.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the asset.
const float32 PlayLength
UPoseAsset PreviewPoseAsset
 The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// @todo: note that this doesn't retarget right now.
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

PoseAsset

FName BasePoseName
 Returns base pose name, only valid when additive, NAME_None indicates reference pose.
void GetPoseNames (TArray< FName > &PoseNames) const
 Returns the name of all contained poses.
void RenamePose (FName OriginalPoseName, FName NewPoseName)
 Renames a specific pose.
bool SetBasePoseName (FName NewBasePoseName)
 Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully.
void UpdatePoseFromAnimation (UAnimSequence AnimSequence)
 Contained poses are re-generated from the provided Animation Sequence.
FName GetBasePoseName () const
 Returns base pose name, only valid when additive, NAME_None indicates reference pose.

Additional Inherited Members

float32 GetPlayLength () const
void SetPreviewSkeletalMesh (USkeletalMesh PreviewMesh)
 Sets or updates the preview skeletal mesh.
UAnimMetaData FindMetaDataByClass (const TSubclassOf< UAnimMetaData > MetaDataClass) const
 Returns the first metadata of the specified class.
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

Detailed Description

Pose Asset that can be blended by weight of curves.

Member Function Documentation

◆ GetBasePoseName()

FName GetBasePoseName ( ) const

Returns base pose name, only valid when additive, NAME_None indicates reference pose.

◆ GetPoseNames()

void GetPoseNames ( TArray< FName > & PoseNames) const

Returns the name of all contained poses.

◆ RenamePose()

void RenamePose ( FName OriginalPoseName,
FName NewPoseName )

Renames a specific pose.

◆ SetBasePoseName()

bool SetBasePoseName ( FName NewBasePoseName)

Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully.

◆ StaticClass()

UClass StaticClass ( )
static

◆ UpdatePoseFromAnimation()

void UpdatePoseFromAnimation ( UAnimSequence AnimSequence)

Contained poses are re-generated from the provided Animation Sequence.

Member Data Documentation

◆ bAdditivePose

bool bAdditivePose

Whether or not Additive Pose or not - these are property that needs post process, so.

◆ BasePoseName

FName BasePoseName

Returns base pose name, only valid when additive, NAME_None indicates reference pose.

◆ RetargetSource

FName RetargetSource

Base pose to use when retargeting.

◆ RetargetSourceAsset

TSoftObjectPtr<USkeletalMesh> RetargetSourceAsset

If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.

◆ SourceAnimation

UAnimSequence SourceAnimation