G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FAnimNode_AimOffsetLookAt Struct Reference

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...

Public Member Functions

Functions
FAnimNode_AimOffsetLookAt & opAssign (FAnimNode_AimOffsetLookAt Other)
Public Member Functions inherited from FAnimNode_BlendSpacePlayer
FAnimNode_BlendSpacePlayer & opAssign (FAnimNode_BlendSpacePlayer Other)
Public Member Functions inherited from FAnimNode_BlendSpacePlayerBase
FAnimNode_BlendSpacePlayerBase & opAssign (FAnimNode_BlendSpacePlayerBase Other)
Public Member Functions inherited from FAnimNode_AssetPlayerBase
FAnimNode_AssetPlayerBase & opAssign (FAnimNode_AssetPlayerBase Other)
Public Member Functions inherited from FAnimNode_AssetPlayerRelevancyBase
FAnimNode_AssetPlayerRelevancyBase & opAssign (FAnimNode_AssetPlayerRelevancyBase Other)

Public Attributes

Coordinates
float32 Y
 The Y coordinate to sample in the blendspace.
float32 X
 The X coordinate to sample in the blendspace.
DoNotEdit
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.
Links
FPoseLink BasePose
LookAt
float32 Alpha
 Amount of this node to blend into the output pose.
FName PivotSocketName
 Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the character.
FName SourceSocketName
 Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation.
FVector LookAtLocation
 Location, in world space to look at.
FVector SocketAxis
 Direction in the socket transform to consider the 'forward' or look at axis.
Performance
int LODThreshold
 Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.
Relevancy
bool bIgnoreForRelevancyTest
 If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.
Settings
float32 PlayRate
 The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
bool bLoop
 Should the animation loop back to the start when it reaches the end?
bool bResetPlayTimeWhenBlendSpaceChanges
 Whether we should reset the current play time when the blend space changes.
float32 StartPosition
 The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.
UBlendSpace BlendSpace
 The blendspace asset to play.
Sync
EAnimGroupRole GroupRole
 The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.
FName GroupName
 The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.
EAnimSyncMethod Method
 How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.
Public Attributes inherited from FAnimNode_BlendSpacePlayer
float32 X
 The X coordinate to sample in the blendspace.
float32 Y
 The Y coordinate to sample in the blendspace.
float32 BlendWeight
 Last encountered blendweight for this node.
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
bool bIgnoreForRelevancyTest
 If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.
float32 PlayRate
 The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
bool bLoop
 Should the animation loop back to the start when it reaches the end?
bool bResetPlayTimeWhenBlendSpaceChanges
 Whether we should reset the current play time when the blend space changes.
float32 StartPosition
 The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.
UBlendSpace BlendSpace
 The blendspace asset to play.
EAnimSyncMethod Method
 How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.
EAnimGroupRole GroupRole
 The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.
FName GroupName
 The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.
Public Attributes inherited from FAnimNode_BlendSpacePlayerBase
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.
Public Attributes inherited from FAnimNode_AssetPlayerBase
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.

Detailed Description

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ Alpha

float32 Alpha

Amount of this node to blend into the output pose.

◆ BasePose

FPoseLink BasePose

◆ bIgnoreForRelevancyTest

bool bIgnoreForRelevancyTest

If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.

◆ BlendSpace

UBlendSpace BlendSpace

The blendspace asset to play.

◆ BlendWeight

float32 BlendWeight

Last encountered blendweight for this node.

◆ bLoop

bool bLoop

Should the animation loop back to the start when it reaches the end?

◆ bResetPlayTimeWhenBlendSpaceChanges

bool bResetPlayTimeWhenBlendSpaceChanges

Whether we should reset the current play time when the blend space changes.

◆ GroupName

FName GroupName

The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.

◆ GroupRole

EAnimGroupRole GroupRole

The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.

◆ InternalTimeAccumulator

float32 InternalTimeAccumulator

Accumulated time used to reference the asset in this node.

◆ LODThreshold

int LODThreshold

Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.

◆ LookAtLocation

FVector LookAtLocation

Location, in world space to look at.

◆ Method

How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.

◆ PivotSocketName

FName PivotSocketName

Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the character.

◆ PlayRate

float32 PlayRate

The play rate multiplier. Can be negative, which will cause the animation to play in reverse.

◆ SocketAxis

FVector SocketAxis

Direction in the socket transform to consider the 'forward' or look at axis.

◆ SourceSocketName

FName SourceSocketName

Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation.

◆ StartPosition

float32 StartPosition

The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.

◆ X

float32 X

The X coordinate to sample in the blendspace.

◆ Y

float32 Y

The Y coordinate to sample in the blendspace.