G1R AngelScript
Scripting reference for the Gothic 1 Remake
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AnimGraphRuntime

Namespaces

namespace  AnimationStateMachine
namespace  AnimExecutionContext
namespace  AnimGraph
namespace  AnimNodeRigidBody
namespace  BlendListBase
namespace  BlendSpace
namespace  BlendSpacePlayer
namespace  LayeredBoneBlend
namespace  LinkedAnimGraph
namespace  MirrorAnim
namespace  ModifyCurveAnim
namespace  SequenceEvaluator
namespace  SequencePlayer
namespace  SkeletalControl

Classes

struct  FAngularRangeLimit
struct  FAnimationStateMachineReference
struct  FAnimationStateResultReference
struct  FAnimLegIKDefinition
 Per foot definitions. More...
struct  FAnimNode_AimOffsetLookAt
 This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at. More...
struct  FAnimNode_AnimDynamics
struct  FAnimNode_ApplyAdditive
struct  FAnimNode_ApplyLimits
struct  FAnimNode_BlendBoneByChannel
struct  FAnimNode_BlendListBase
 Blend list node; has many children. More...
struct  FAnimNode_BlendListByBool
 This node is effectively a 'branch', picking one of two input poses based on an input Boolean value. More...
struct  FAnimNode_BlendListByEnum
 Blend List by Enum, it changes based on enum input that enters. More...
struct  FAnimNode_BlendListByInt
 Blend list node; has many children. More...
struct  FAnimNode_BlendSpaceEvaluator
 Evaluates a BlendSpace at a specific using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. Note that events output from the sequences playing and being blended together should not be used. In addition, synchronization of animations will potentially be discontinuous if the blend weights are updated, as the leader/follower changes. More...
struct  FAnimNode_BlendSpaceGraph
 Allows multiple animations to be blended between based on input parameters. More...
struct  FAnimNode_BlendSpaceGraphBase
 Allows multiple animations to be blended between based on input parameters. More...
struct  FAnimNode_BlendSpacePlayer
 @TODO: Comment More...
struct  FAnimNode_BlendSpacePlayer_Standalone
 @TODO: Comment More...
struct  FAnimNode_BlendSpacePlayerBase
 @TODO: Comment More...
struct  FAnimNode_BlendSpaceSampleResult
 Root node of a blend space sample (sink node). We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time. More...
struct  FAnimNode_BoneDrivenController
 This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z). More...
struct  FAnimNode_CallFunction
 Calls specified user-defined events/functions during anim graph execution. More...
struct  FAnimNode_CCDIK
 Controller which implements the CCDIK IK approximation algorithm. More...
struct  FAnimNode_Constraint
 Constraint node to parent or world transform for rotation/translation. More...
struct  FAnimNode_CopyBone
 Simple controller to copy a bone's transform to another one. More...
struct  FAnimNode_CopyBoneDelta
 Simple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform. More...
struct  FAnimNode_CopyPoseFromMesh
 Simple controller to copy a bone's transform to another one. More...
struct  FAnimNode_CurveSource
 Supply curves from some external source (e.g. audio). More...
struct  FAnimNode_Fabrik
 Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details. More...
struct  FAnimNode_HandIKRetargeting
 Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right FK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props. More...
struct  FAnimNode_LayeredBoneBlend
 Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets. More...
struct  FAnimNode_LegIK
struct  FAnimNode_LookAt
 Simple controller that make a bone to look at the point or another bone. More...
struct  FAnimNode_MakeDynamicAdditive
struct  FAnimNode_Mirror
struct  FAnimNode_Mirror_Standalone
struct  FAnimNode_MirrorBase
struct  FAnimNode_ModifyBone
 Simple controller that replaces or adds to the translation/rotation of a single bone. More...
struct  FAnimNode_ModifyCurve
 Easy way to modify curve values on a pose. More...
struct  FAnimNode_MultiWayBlend
 This represents a baked transition. More...
struct  FAnimNode_ObserveBone
 Debugging node that displays the current value of a bone in a specific space. More...
struct  FAnimNode_PoseBlendNode
 Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence. More...
struct  FAnimNode_PoseByName
 Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence. More...
struct  FAnimNode_PoseDriver
 RBF based orientation driver. More...
struct  FAnimNode_PoseHandler
 Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence. More...
struct  FAnimNode_PoseSnapshot
 Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot. More...
struct  FAnimNode_RandomPlayer
struct  FAnimNode_ResetRoot
struct  FAnimNode_RigidBody
 Controller that simulates physics based on the physics asset of the skeletal mesh component. More...
struct  FAnimNode_RotateRootBone
 @TODO: Comment More...
struct  FAnimNode_RotationMultiplier
 Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone. More...
struct  FAnimNode_RotationOffsetBlendSpace
 @TODO: Comment More...
struct  FAnimNode_RotationOffsetBlendSpaceGraph
 Allows multiple animations to be blended between based on input parameters. More...
struct  FAnimNode_ScaleChainLength
 Scale the length of a chain of bones. More...
struct  FAnimNode_SequenceEvaluator
 Sequence evaluator node that can be used with constant folding. More...
struct  FAnimNode_SequenceEvaluator_Standalone
 Sequence evaluator node that can be used standalone (without constant folding). More...
struct  FAnimNode_SequenceEvaluatorBase
 Abstract base class. Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence. More...
struct  FAnimNode_SkeletalControlBase
struct  FAnimNode_Slot
 An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input. More...
struct  FAnimNode_SplineIK
struct  FAnimNode_SpringBone
 Simple controller that replaces or adds to the translation/rotation of a single bone. More...
struct  FAnimNode_Sync
struct  FAnimNode_Trail
 Trail Controller. More...
struct  FAnimNode_TwistCorrectiveNode
 This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist. More...
struct  FAnimNode_TwoBoneIK
 Simple 2 Bone IK Controller. More...
struct  FAnimNode_TwoWayBlend
 This represents a baked transition. More...
struct  FAnimPhysBodyDefinition
struct  FAnimPhysConstraintSetup
 Constraint setup struct, holds data required to build a physics constraint. More...
struct  FAnimPhysPlanarLimit
struct  FAnimPhysSphericalLimit
struct  FBlendBoneByChannelEntry
struct  FBlendListBaseReference
struct  FBlendSpacePlayerReference
struct  FBlendSpaceReference
struct  FConstraint
 Constraint Set up. More...
struct  FIKFootPelvisPullDownSolver
struct  FLayeredBoneBlendReference
struct  FLinkedAnimGraphReference
struct  FMirrorAnimNodeReference
struct  FModifyCurveAnimNodeReference
class  FOnMontagePlayDelegate
struct  FPoseDriverTarget
 Information about each target in the PoseDriver. More...
struct  FPoseDriverTransform
 Translation and rotation for a particular bone at a particular target. More...
struct  FPositionHistory
 An easing type defining how to ease float values. The FPositionHistory is a container to record position changes over time. This is used to calculate velocity of a bone, for example. The FPositionArray also tracks the last index used to allow for reuse of entries (instead of appending to the array all the time). More...
struct  FRandomPlayerSequenceEntry
 The random player node holds a list of sequences and parameter ranges which will be played continuously In a random order. If shuffle mode is enabled then each entry will be played once before repeating any. More...
struct  FRBFEntry
 Struct storing a particular entry within the RBF. More...
struct  FRBFParams
 Parameters used by RBF solver. More...
struct  FRBFTarget
 Data about a particular target in the RBF, including scaling factor. More...
struct  FReferenceBoneFrame
 Reference Bone Frame. More...
struct  FRigidBodyAnimNodeReference
struct  FRotationLimit
struct  FRotationRetargetingInfo
 The FRotationRetargetingInfo is used to provide all of the settings required to perform rotational retargeting on a single transform. More...
struct  FSequenceEvaluatorReference
struct  FSequencePlayerReference
struct  FSimSpaceSettings
struct  FSkeletalControlReference
struct  FWarpingVectorValue
 Vector values which may be specified in a configured space. More...
class  UAnimationStateMachineLibrary
 Exposes operations to be performed on anim state machine node contexts. More...
class  UAnimExecutionContextLibrary
 Exposes operations to be performed on anim node contexts. More...
class  UAnimNodeRigidBodyLibrary
 Exposes operations to be performed on a rigid body anim node. More...
class  UAnimNotify_PlayMontageNotify
 UAnimNotify_PlayMontageNotify. More...
class  UAnimNotify_PlayMontageNotifyWindow
 UAnimNotify_PlayMontageNotifyWindow. More...
class  UAnimSequencerInstance
class  UBlendListBaseLibrary
 Exposes operations to be performed on anim state machine node contexts. More...
class  UBlendSpaceLibrary
 Exposes operations to be performed on a blend space anim node. More...
class  UBlendSpacePlayerLibrary
 Exposes operations to be performed on a blend space player anim node. More...
class  UKismetAnimationLibrary
 A library of the most common animation blueprint functions. More...
class  ULayeredBoneBlendLibrary
 Exposes operations to be performed on a layered bone blend anim node. More...
class  ULinkedAnimGraphLibrary
 Exposes operations to be performed on anim node contexts. More...
class  UMirrorAnimLibrary
 Exposes operations that can be run on a Mirror node via Anim Node Functions such as "On Become Relevant" and "On Update". More...
class  UModifyCurveAnimLibrary
 Exposes operations that can be run on a Modify Curve Node via Anim Node Functions such as "On Become Relevant" and "On Update". More...
class  UPlayMontageCallbackProxy
class  USequenceEvaluatorLibrary
 Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change! More...
class  USequencePlayerLibrary
 Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change! More...
class  USequencerAnimationOverride
class  USequencerAnimationSupport
class  USkeletalControlLibrary
 Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change! More...

Enumerations

enum  AnimPhysAngularConstraintType { Angular , Cone , AnimPhysAngularConstraintType_MAX }
enum  AnimPhysLinearConstraintType { Free , Limited , AnimPhysLinearConstraintType_MAX }
enum  AnimPhysSimSpaceType {
  Component , Actor , World , RootRelative ,
  BoneRelative , AnimPhysSimSpaceType_MAX
}
enum  CopyBoneDeltaMode { Accumulate , Copy , CopyBoneDeltaMode_MAX }
enum  EAnimFunctionCallSite {
  OnInitialize , OnUpdate , OnBecomeRelevant , OnEvaluate ,
  OnInitializePostRecursion , OnUpdatePostRecursion , OnBecomeRelevantPostRecursion , OnEvaluatePostRecursion ,
  OnStartedBlendingOut , OnStartedBlendingIn , OnFinishedBlendingOut , OnFinishedBlendingIn ,
  EAnimFunctionCallSite_MAX
}
enum  EBlendListTransitionType { StandardBlend , Inertialization , EBlendListTransitionType_MAX }
enum  EBoneModificationMode { BMM_Ignore , BMM_Replace , BMM_Additive , BMM_MAX }
enum  EConstraintOffsetOption { None , Offset_RefPose , EConstraintOffsetOption_MAX }
enum  EDrivenBoneModificationMode { AddToInput , ReplaceComponent , AddToRefPose , EDrivenBoneModificationMode_MAX }
enum  EDrivenDestinationMode { Bone , MorphTarget , MaterialParameter , EDrivenDestinationMode_MAX }
enum  EEasingFuncType {
  Linear , Sinusoidal , Cubic , QuadraticInOut ,
  CubicInOut , HermiteCubic , QuarticInOut , QuinticInOut ,
  CircularIn , CircularOut , CircularInOut , ExpIn ,
  ExpOut , ExpInOut , CustomCurve , EEasingFuncType_MAX
}
enum  EInterpolationBlend {
  Linear , Cubic , Sinusoidal , EaseInOutExponent2 ,
  EaseInOutExponent3 , EaseInOutExponent4 , EaseInOutExponent5 , MAX
}
enum  ELayeredBoneBlendMode { BranchFilter , BlendMask , ELayeredBoneBlendMode_MAX }
enum  EModifyCurveApplyMode {
  Add , Scale , Blend , WeightedMovingAverage ,
  RemapCurve , EModifyCurveApplyMode_MAX
}
enum  EPoseDriverOutput { DrivePoses , DriveCurves , EPoseDriverOutput_MAX }
enum  EPoseDriverSource { Rotation , Translation , EPoseDriverSource_MAX }
enum  EPoseDriverType { SwingAndTwist , SwingOnly , Translation , EPoseDriverType_MAX }
enum  ERBFDistanceMethod {
  Euclidean , Quaternion , SwingAngle , TwistAngle ,
  DefaultMethod , ERBFDistanceMethod_MAX
}
enum  ERBFFunctionType {
  Gaussian , Exponential , Linear , Cubic ,
  Quintic , DefaultFunction , ERBFFunctionType_MAX
}
enum  ERBFNormalizeMethod {
  OnlyNormalizeAboveOne , AlwaysNormalize , NormalizeWithinMedian , NoNormalization ,
  ERBFNormalizeMethod_MAX
}
enum  ERBFSolverType { Additive , Interpolative , ERBFSolverType_MAX }
enum  ERefPoseType { EIT_LocalSpace , EIT_Additive , EIT_MAX }
enum  ERotationComponent {
  EulerX , EulerY , EulerZ , QuaternionAngle ,
  SwingAngle , TwistAngle , ERotationComponent_MAX
}
enum  EScaleChainInitialLength { FixedDefaultLengthValue , Distance , ChainLength , EScaleChainInitialLength_MAX }
enum  ESequenceEvalReinit { NoReset , StartPosition , ExplicitTime , ESequenceEvalReinit_MAX }
enum  ESimulationSpace { ComponentSpace , WorldSpace , BaseBoneSpace , ESimulationSpace_MAX }
enum  ESimulationTiming { Default , Synchronous , Deferred , ESimulationTiming_MAX }
enum  ESnapshotSourceMode { NamedSnapshot , SnapshotPin , ESnapshotSourceMode_MAX }
enum  ESphericalLimitType { Inner , Outer , ESphericalLimitType_MAX }
enum  ESplineBoneAxis {
  None , X , Y , Z ,
  ESplineBoneAxis_MAX
}
enum  ESwapRootBone { SwapRootBone_Component , SwapRootBone_Actor , SwapRootBone_None , SwapRootBone_MAX }
enum  EWarpingEvaluationMode { Manual , Graph , EWarpingEvaluationMode_MAX }
enum  EWarpingVectorMode {
  ComponentSpaceVector , ActorSpaceVector , WorldSpaceVector , IKFootRootLocalSpaceVector ,
  EWarpingVectorMode_MAX
}

Detailed Description

Enumeration Type Documentation

◆ AnimPhysAngularConstraintType

Enumerator
Angular 
Cone 
AnimPhysAngularConstraintType_MAX 

◆ AnimPhysLinearConstraintType

Enumerator
Free 
Limited 
AnimPhysLinearConstraintType_MAX 

◆ AnimPhysSimSpaceType

Enumerator
Component 
Actor 
World 
RootRelative 
BoneRelative 
AnimPhysSimSpaceType_MAX 

◆ CopyBoneDeltaMode

Enumerator
Accumulate 
Copy 
CopyBoneDeltaMode_MAX 

◆ EAnimFunctionCallSite

Enumerator
OnInitialize 
OnUpdate 
OnBecomeRelevant 
OnEvaluate 
OnInitializePostRecursion 
OnUpdatePostRecursion 
OnBecomeRelevantPostRecursion 
OnEvaluatePostRecursion 
OnStartedBlendingOut 
OnStartedBlendingIn 
OnFinishedBlendingOut 
OnFinishedBlendingIn 
EAnimFunctionCallSite_MAX 

◆ EBlendListTransitionType

Enumerator
StandardBlend 
Inertialization 
EBlendListTransitionType_MAX 

◆ EBoneModificationMode

Enumerator
BMM_Ignore 
BMM_Replace 
BMM_Additive 
BMM_MAX 

◆ EConstraintOffsetOption

Enumerator
None 
Offset_RefPose 
EConstraintOffsetOption_MAX 

◆ EDrivenBoneModificationMode

Enumerator
AddToInput 
ReplaceComponent 
AddToRefPose 
EDrivenBoneModificationMode_MAX 

◆ EDrivenDestinationMode

Enumerator
Bone 
MorphTarget 
MaterialParameter 
EDrivenDestinationMode_MAX 

◆ EEasingFuncType

Enumerator
Linear 
Sinusoidal 
Cubic 
QuadraticInOut 
CubicInOut 
HermiteCubic 
QuarticInOut 
QuinticInOut 
CircularIn 
CircularOut 
CircularInOut 
ExpIn 
ExpOut 
ExpInOut 
CustomCurve 
EEasingFuncType_MAX 

◆ EInterpolationBlend

Enumerator
Linear 
Cubic 
Sinusoidal 
EaseInOutExponent2 
EaseInOutExponent3 
EaseInOutExponent4 
EaseInOutExponent5 
MAX 

◆ ELayeredBoneBlendMode

Enumerator
BranchFilter 
BlendMask 
ELayeredBoneBlendMode_MAX 

◆ EModifyCurveApplyMode

Enumerator
Add 
Scale 
Blend 
WeightedMovingAverage 
RemapCurve 
EModifyCurveApplyMode_MAX 

◆ EPoseDriverOutput

Enumerator
DrivePoses 
DriveCurves 
EPoseDriverOutput_MAX 

◆ EPoseDriverSource

Enumerator
Rotation 
Translation 
EPoseDriverSource_MAX 

◆ EPoseDriverType

Enumerator
SwingAndTwist 
SwingOnly 
Translation 
EPoseDriverType_MAX 

◆ ERBFDistanceMethod

Enumerator
Euclidean 
Quaternion 
SwingAngle 
TwistAngle 
DefaultMethod 
ERBFDistanceMethod_MAX 

◆ ERBFFunctionType

Enumerator
Gaussian 
Exponential 
Linear 
Cubic 
Quintic 
DefaultFunction 
ERBFFunctionType_MAX 

◆ ERBFNormalizeMethod

Enumerator
OnlyNormalizeAboveOne 
AlwaysNormalize 
NormalizeWithinMedian 
NoNormalization 
ERBFNormalizeMethod_MAX 

◆ ERBFSolverType

Enumerator
Additive 
Interpolative 
ERBFSolverType_MAX 

◆ ERefPoseType

Enumerator
EIT_LocalSpace 
EIT_Additive 
EIT_MAX 

◆ ERotationComponent

Enumerator
EulerX 
EulerY 
EulerZ 
QuaternionAngle 
SwingAngle 
TwistAngle 
ERotationComponent_MAX 

◆ EScaleChainInitialLength

Enumerator
FixedDefaultLengthValue 
Distance 
ChainLength 
EScaleChainInitialLength_MAX 

◆ ESequenceEvalReinit

Enumerator
NoReset 
StartPosition 
ExplicitTime 
ESequenceEvalReinit_MAX 

◆ ESimulationSpace

Enumerator
ComponentSpace 
WorldSpace 
BaseBoneSpace 
ESimulationSpace_MAX 

◆ ESimulationTiming

Enumerator
Default 
Synchronous 
Deferred 
ESimulationTiming_MAX 

◆ ESnapshotSourceMode

Enumerator
NamedSnapshot 
SnapshotPin 
ESnapshotSourceMode_MAX 

◆ ESphericalLimitType

Enumerator
Inner 
Outer 
ESphericalLimitType_MAX 

◆ ESplineBoneAxis

Enumerator
None 
X 
Y 
Z 
ESplineBoneAxis_MAX 

◆ ESwapRootBone

Enumerator
SwapRootBone_Component 
SwapRootBone_Actor 
SwapRootBone_None 
SwapRootBone_MAX 

◆ EWarpingEvaluationMode

Enumerator
Manual 
Graph 
EWarpingEvaluationMode_MAX 

◆ EWarpingVectorMode

Enumerator
ComponentSpaceVector 
ActorSpaceVector 
WorldSpaceVector 
IKFootRootLocalSpaceVector 
EWarpingVectorMode_MAX