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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). More...
Public Member Functions | |
Clothing Simulation | |
| bool | IsSectionUsingCloth (int InSectionIndex, bool bCheckCorrespondingSections=true) const |
| Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed). | |
Rendering|Deformer | |
| UMeshDeformer | GetDefaultMeshDeformer () const |
| Get the default mesh deformer used by this mesh. A mesh deformer is used to deform the skeletal mesh at runtime. | |
Rendering|Material | |
| void | SetOverlayMaterialMaxDrawDistance (float32 InMaxDrawDistance) |
| Change the default overlay material max draw distance used by this mesh. | |
| void | SetOverlayMaterial (UMaterialInterface NewOverlayMaterial) |
| Change the default overlay material used by this mesh. | |
| UMaterialInterface | GetOverlayMaterial () const |
| Get the default overlay material used by this mesh. | |
| float32 | GetOverlayMaterialMaxDrawDistance () const |
| Get the default overlay material max draw distance used by this mesh. | |
StaticMesh | |
| void | GetMinLODForQualityLevels (TMap< EPerQualityLevels, int > &QualityLevelMinimumLODs, int &Default) const |
| void | SetMinLODForQualityLevels (TMap< EPerQualityLevels, int > QualityLevelMinimumLODs, int Default=- 1) |
| Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value). | |
Functions | |
| UPhysicsAsset | GetShadowPhysicsAsset () const |
| USkinnedAsset interface. | |
| const TArray< UNodeMappingContainer > & | GetNodeMappingData () const |
| const TArray< UClothingAssetBase > & | GetMeshClothingAssets () const |
| TArray< UMorphTarget > | GetMorphTargetsPtrConv () const |
| NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it. | |
| UPhysicsAsset | GetPhysicsAsset () const |
| USkinnedAsset interface. | |
| const TArray< FSkeletalMaterial > & | GetMaterials () const |
| USkinnedAsset interface. | |
| const USkeletalMeshLODSettings | GetLODSettings () const |
| void | SetLODSettings (USkeletalMeshLODSettings InLODSettings) |
| void | SetMaterials (TArray< FSkeletalMaterial > InMaterials) |
| void | SetMeshClothingAssets (TArray< UClothingAssetBase > InMeshClothingAssets) |
| TSoftObjectPtr< UObject > | GetDefaultAnimatingRig () const |
| void | SetMorphTargets (TArray< UMorphTarget > InMorphTargets) |
| const USkeleton | GetSkeleton () const |
| USkinnedAsset interface. | |
| void | SetDefaultAnimatingRig (TSoftObjectPtr< UObject > InAnimatingRig) |
| void | SetSkeleton (USkeleton InSkeleton) |
| TArray< UMorphTarget > | GetMorphTargets () const |
| NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it. | |
| void | SetbEnablePerPolyCollision (bool Value) |
| void | SetPhysicsAsset (UPhysicsAsset Value) |
| void | SetShadowPhysicsAsset (UPhysicsAsset Value) |
| void | SetNodeMappingData (TArray< TObjectPtr< UNodeMappingContainer > > Value) |
| void | SetbSupportRayTracing (bool Value) |
| void | SetDefaultMeshDeformer (UMeshDeformer Value) |
| Public Member Functions inherited from USkinnedAsset | |
| USkeletalMeshSocket | FindSocketInfo (FName InSocketName, FTransform &OutTransform, int &OutBoneIndex, int &OutIndex) const |
| Find a socket object and associated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also returns the socket transform and the bone index (if any). | |
| USkeletalMeshSocket | FindSocket (FName InSocketName) const |
| Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. | |
| Public Member Functions inherited from UStreamableRenderAsset | |
| void | SetForceMipLevelsToBeResident (float32 Seconds, int CinematicLODGroupMask=0) |
| Tells the streaming system that it should force all mip-levels to be resident for a number of seconds. | |
| void | SetNeverStream (bool Value) |
| bool | GetbGlobalForceMipLevelsToBeResident () const |
| Global and serialized version of ForceMiplevelsToBeResident. | |
| void | SetbGlobalForceMipLevelsToBeResident (bool Value) |
| Global and serialized version of ForceMiplevelsToBeResident. | |
| bool | GetNeverStream () const |
| 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 USkinnedAsset | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UStreamableRenderAsset | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AnimationRig | |
| TSoftObjectPtr< UObject > | DefaultAnimatingRig |
Clothing | |
| TArray< UClothingAssetBase > | MeshClothingAssets |
Deformer | |
| UMeshDeformer | DefaultMeshDeformer |
ImportSettings | |
| UAssetImportData | AssetImportData |
LevelOfDetail | |
| TArray< FSkeletalMeshLODInfo > | LODInfo |
Lighting | |
| UPhysicsAsset | ShadowPhysicsAsset |
LODSettings | |
| FPerQualityLevelInt | MinQualityLevelLOD |
| FPerPlatformInt | MaxNumStreamedLODs |
| FPerPlatformInt | MaxNumOptionalLODs |
| const USkeletalMeshLODSettings | LODSettings |
| FPerPlatformInt | MinLod |
| FPerPlatformBool | DisableBelowMinLodStripping |
| bool | bOverrideLODStreamingSettings |
| FPerPlatformBool | bSupportLODStreaming |
Mirroring | |
| TArray< FBoneMirrorInfo > | SkelMirrorTable |
| EAxis | SkelMirrorAxis |
| EAxis | SkelMirrorFlipAxis |
Physics | |
| UPhysicsAsset | PhysicsAsset |
RayTracing | |
| int | RayTracingMinLOD |
| EClothLODBiasMode | ClothLODBiasMode |
Rendering | |
| UMaterialInterface | OverlayMaterial |
| float32 | OverlayMaterialMaxDrawDistance |
Sampling | |
| FSkeletalMeshSamplingInfo | SamplingInfo |
SkeletalMesh | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| Array of user data stored with the asset. | |
| TArray< FSkeletalMaterial > | Materials |
| TSubclassOf< UAnimInstance > | PostProcessAnimBlueprint |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| Array of user data stored with the asset. | |
| int | PostProcessAnimBPLODThreshold |
| Max LOD level that post-process AnimBPs are evaluated. For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. Setting it to -1 will always evaluate it and disable LODing. | |
SkinWeights | |
| TArray< FSkinWeightProfileInfo > | SkinWeightProfiles |
Thumbnail | |
| UThumbnailInfo | ThumbnailInfo |
Variables | |
| const TArray< FString > | AllMorphTargetNames |
| const TArray< UMorphTarget > | MorphTargetsPtrConv |
| NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it. | |
| const FBoxSphereBounds | ImportedBounds |
| Public Attributes inherited from USkinnedAsset | |
| bool | m_AllowPhysicsBoneSkipOptimization |
| THQNBCN Start JConradie : flag to allow skipping of physics bone skipping (see SkeletalMeshComponentPhysics.cpp). | |
| Public Attributes inherited from UStreamableRenderAsset | |
| bool | NeverStream |
| bool | bGlobalForceMipLevelsToBeResident |
| Global and serialized version of ForceMiplevelsToBeResident. | |
| int | NumCinematicMipLevels |
| Number of mip-levels to use for cinematic quality. | |
| 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 | |
| TArray< UNodeMappingContainer > | NodeMappingData |
| USkeletalMeshSocket | FindSocketAndIndex (FName InSocketName, int &OutIndex) const |
| Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex(). | |
| int | NumSockets () const |
| Returns the number of sockets available. Both on this mesh and it's skeleton. | |
| void | AddSocket (USkeletalMeshSocket InSocket, bool bAddToSkeleton=false) |
| Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket. | |
| USkeletalMeshSocket | GetSocketByIndex (int Index) const |
| Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons. | |
| UNodeMappingContainer | GetNodeMappingContainer (UBlueprint SourceAsset) const |
Mesh | |
| FVector | NegativeBoundsExtension |
| TArray< UMorphTarget > | MorphTargets |
| const USkeleton | Skeleton |
| const FBoxSphereBounds | Bounds |
| Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface. | |
| FVector | PositiveBoundsExtension |
| FBoxSphereBounds | GetBounds () const |
| Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface. | |
| TArray< FString > | GetAllMorphTargetNames () const |
| Returns the list of all morph targets of this skeletal mesh. | |
| FBoxSphereBounds | GetImportedBounds () const |
| Get the original imported bounds of the skel mesh. | |
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc).
@see https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/
| void AddSocket | ( | USkeletalMeshSocket | InSocket, |
| bool | bAddToSkeleton = false ) |
Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket.
| USkeletalMeshSocket FindSocketAndIndex | ( | FName | InSocketName, |
| int & | OutIndex ) const |
Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex().
Returns the list of all morph targets of this skeletal mesh.
| FBoxSphereBounds GetBounds | ( | ) | const |
Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.
| TSoftObjectPtr< UObject > GetDefaultAnimatingRig | ( | ) | const |
| UMeshDeformer GetDefaultMeshDeformer | ( | ) | const |
Get the default mesh deformer used by this mesh. A mesh deformer is used to deform the skeletal mesh at runtime.
| FBoxSphereBounds GetImportedBounds | ( | ) | const |
Get the original imported bounds of the skel mesh.
| const USkeletalMeshLODSettings GetLODSettings | ( | ) | const |
| const TArray< FSkeletalMaterial > & GetMaterials | ( | ) | const |
USkinnedAsset interface.
| const TArray< UClothingAssetBase > & GetMeshClothingAssets | ( | ) | const |
| void GetMinLODForQualityLevels | ( | TMap< EPerQualityLevels, int > & | QualityLevelMinimumLODs, |
| int & | Default ) const |
| TArray< UMorphTarget > GetMorphTargets | ( | ) | const |
NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
| TArray< UMorphTarget > GetMorphTargetsPtrConv | ( | ) | const |
NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
| UNodeMappingContainer GetNodeMappingContainer | ( | UBlueprint | SourceAsset | ) | const |
| const TArray< UNodeMappingContainer > & GetNodeMappingData | ( | ) | const |
| UMaterialInterface GetOverlayMaterial | ( | ) | const |
Get the default overlay material used by this mesh.
| float32 GetOverlayMaterialMaxDrawDistance | ( | ) | const |
Get the default overlay material max draw distance used by this mesh.
| UPhysicsAsset GetPhysicsAsset | ( | ) | const |
USkinnedAsset interface.
| UPhysicsAsset GetShadowPhysicsAsset | ( | ) | const |
USkinnedAsset interface.
| const USkeleton GetSkeleton | ( | ) | const |
USkinnedAsset interface.
| USkeletalMeshSocket GetSocketByIndex | ( | int | Index | ) | const |
Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
| bool IsSectionUsingCloth | ( | int | InSectionIndex, |
| bool | bCheckCorrespondingSections = true ) const |
Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed).
| InSectionIndex | Index to check |
| bCheckCorrespondingSections | Whether to check corresponding sections for disabled sections |
| int NumSockets | ( | ) | const |
Returns the number of sockets available. Both on this mesh and it's skeleton.
| void SetbEnablePerPolyCollision | ( | bool | Value | ) |
| void SetbSupportRayTracing | ( | bool | Value | ) |
| void SetDefaultAnimatingRig | ( | TSoftObjectPtr< UObject > | InAnimatingRig | ) |
| void SetDefaultMeshDeformer | ( | UMeshDeformer | Value | ) |
| void SetLODSettings | ( | USkeletalMeshLODSettings | InLODSettings | ) |
| void SetMaterials | ( | TArray< FSkeletalMaterial > | InMaterials | ) |
| void SetMeshClothingAssets | ( | TArray< UClothingAssetBase > | InMeshClothingAssets | ) |
| void SetMinLODForQualityLevels | ( | TMap< EPerQualityLevels, int > | QualityLevelMinimumLODs, |
| int | Default = - 1 ) |
Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value).
| void SetMorphTargets | ( | TArray< UMorphTarget > | InMorphTargets | ) |
| void SetNodeMappingData | ( | TArray< TObjectPtr< UNodeMappingContainer > > | Value | ) |
| void SetOverlayMaterial | ( | UMaterialInterface | NewOverlayMaterial | ) |
Change the default overlay material used by this mesh.
| void SetOverlayMaterialMaxDrawDistance | ( | float32 | InMaxDrawDistance | ) |
Change the default overlay material max draw distance used by this mesh.
| void SetPhysicsAsset | ( | UPhysicsAsset | Value | ) |
| void SetShadowPhysicsAsset | ( | UPhysicsAsset | Value | ) |
| void SetSkeleton | ( | USkeleton | InSkeleton | ) |
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static |
| UAssetImportData AssetImportData |
| TArray<TObjectPtr<UAssetUserData> > AssetUserData |
Array of user data stored with the asset.
| TArray<TObjectPtr<UAssetUserData> > AssetUserDataEditorOnly |
Array of user data stored with the asset.
| const FBoxSphereBounds Bounds |
Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.
| bool bOverrideLODStreamingSettings |
| FPerPlatformBool bSupportLODStreaming |
| EClothLODBiasMode ClothLODBiasMode |
| TSoftObjectPtr<UObject> DefaultAnimatingRig |
| UMeshDeformer DefaultMeshDeformer |
| FPerPlatformBool DisableBelowMinLodStripping |
| const FBoxSphereBounds ImportedBounds |
| TArray<FSkeletalMeshLODInfo> LODInfo |
| const USkeletalMeshLODSettings LODSettings |
| TArray<FSkeletalMaterial> Materials |
| FPerPlatformInt MaxNumOptionalLODs |
| FPerPlatformInt MaxNumStreamedLODs |
| TArray<UClothingAssetBase> MeshClothingAssets |
| FPerPlatformInt MinLod |
| FPerQualityLevelInt MinQualityLevelLOD |
| TArray<UMorphTarget> MorphTargets |
| const TArray<UMorphTarget> MorphTargetsPtrConv |
NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
| FVector NegativeBoundsExtension |
| TArray<UNodeMappingContainer> NodeMappingData |
| UMaterialInterface OverlayMaterial |
| float32 OverlayMaterialMaxDrawDistance |
| UPhysicsAsset PhysicsAsset |
| FVector PositiveBoundsExtension |
| TSubclassOf<UAnimInstance> PostProcessAnimBlueprint |
| int PostProcessAnimBPLODThreshold |
Max LOD level that post-process AnimBPs are evaluated. For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. Setting it to -1 will always evaluate it and disable LODing.
| int RayTracingMinLOD |
| FSkeletalMeshSamplingInfo SamplingInfo |
| UPhysicsAsset ShadowPhysicsAsset |
| const USkeleton Skeleton |
| EAxis SkelMirrorAxis |
| EAxis SkelMirrorFlipAxis |
| TArray<FBoneMirrorInfo> SkelMirrorTable |
| TArray<FSkinWeightProfileInfo> SkinWeightProfiles |
| UThumbnailInfo ThumbnailInfo |