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

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

Detailed Description

USkeleton : that links between mesh and animation.

  • Bone hierarchy for animations
  • Bone/track linkup between mesh and animation
  • Retargetting related

Member Function Documentation

◆ AddCompatibleSkeleton()

void AddCompatibleSkeleton ( const USkeleton SourceSkeleton)

◆ AddCompatibleSkeletonSoft()

void AddCompatibleSkeletonSoft ( TSoftObjectPtr< USkeleton > SourceSkeleton)

◆ GetBlendProfile()

UBlendProfile GetBlendProfile ( FName InProfileName)

Get the specified blend profile by name.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AssetUserData

TArray<TObjectPtr<UAssetUserData> > AssetUserData

Array of user data stored with the asset.

◆ AssetUserDataEditorOnly

TArray<TObjectPtr<UAssetUserData> > AssetUserDataEditorOnly

Array of user data stored with the asset.

◆ 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.

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.