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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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USkeleton : that links between mesh and animation. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
CompatibleSkeletons | |
| TArray< TSoftObjectPtr< USkeleton > > | CompatibleSkeletons |
| The list of compatible skeletons. This skeleton will be able to use animation data originating from skeletons within this array, such as animation sequences. This property is not bi-directional. | |
| 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 |
Skeleton | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| Array of user data stored with the asset. | |
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| Array of user data stored with the asset. | |
| void | AddCompatibleSkeletonSoft (TSoftObjectPtr< USkeleton > SourceSkeleton) |
| UBlendProfile | GetBlendProfile (FName InProfileName) |
| Get the specified blend profile by name. | |
| void | AddCompatibleSkeleton (const USkeleton SourceSkeleton) |
Additional Inherited Members | |
| 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 |
USkeleton : that links between mesh and animation.
| void AddCompatibleSkeleton | ( | const USkeleton | SourceSkeleton | ) |
| void AddCompatibleSkeletonSoft | ( | TSoftObjectPtr< USkeleton > | SourceSkeleton | ) |
| UBlendProfile GetBlendProfile | ( | FName | InProfileName | ) |
Get the specified blend profile by name.
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static |
| TArray<TObjectPtr<UAssetUserData> > AssetUserData |
Array of user data stored with the asset.
| TArray<TObjectPtr<UAssetUserData> > AssetUserDataEditorOnly |
Array of user data stored with the asset.
| TArray<TSoftObjectPtr<USkeleton> > CompatibleSkeletons |
The list of compatible skeletons. This skeleton will be able to use animation data originating from skeletons within this array, such as animation sequences. This property is not bi-directional.
This is an array of TSoftObjectPtr in order to prevent all skeletons to be loaded, as we only want to load things on demand. As this is EditAnywhere and an array of TSoftObjectPtr, checking validity of pointers is needed.