|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
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. | |
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.
| FAnimNode_AimOffsetLookAt & opAssign | ( | FAnimNode_AimOffsetLookAt | Other | ) |
| float32 Alpha |
Amount of this node to blend into the output pose.
| FPoseLink BasePose |
| bool bIgnoreForRelevancyTest |
If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.
| UBlendSpace BlendSpace |
The blendspace asset to play.
| float32 BlendWeight |
Last encountered blendweight for this node.
| 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.
| 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.
| 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.
| float32 InternalTimeAccumulator |
Accumulated time used to reference the asset in this node.
| 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.
| FVector LookAtLocation |
Location, in world space to look at.
| 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.
| 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.
| float32 PlayRate |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
| FVector SocketAxis |
Direction in the socket transform to consider the 'forward' or look at axis.
| FName SourceSocketName |
Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation.
| 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.
| float32 X |
The X coordinate to sample in the blendspace.
| float32 Y |
The Y coordinate to sample in the blendspace.