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

Public Member Functions

Functions
void SetbOverrideAngularDamping (bool Value)
 If true, the override value will be used for angular damping.
void SetbUseSphericalLimits (bool Value)
 Whether to evaluate spherical limits.
void SetbUsePlanarLimit (bool Value)
 Whether to evaluate planar limits.
void SetbDoUpdate (bool Value)
 If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies.
void SetbDoEval (bool Value)
 If true we will perform bone transform evaluation, otherwise skip - allows visualization of the initial anim state compared to the physics sim.
void SetbOverrideLinearDamping (bool Value)
 If true, the override value will be used for linear damping.
void SetbOverrideAngularBias (bool Value)
 If true, the override value will be used for the angular bias for bodies in this node. Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are "catching-up" with the mesh, if that's the case override this and push it towards 1.0f until it settles correctly.
FAnimNode_AnimDynamics & opAssign (FAnimNode_AnimDynamics Other)
void SetbEnableWind (bool Value)
 Whether or not wind is enabled for the bodies in this simulation.
bool GetbUseGravityOverride () const
 Use gravity override value vs gravity scale.
void SetbUseGravityOverride (bool Value)
 Use gravity override value vs gravity scale.
void SetbGravityOverrideInSimSpace (bool Value)
 If true the gravity override value is defined in simulation space, by default it is in world space.
void SetbLinearSpring (bool Value)
 If true the body will attempt to spring back to its initial position.
void SetbAngularSpring (bool Value)
 If true the body will attempt to align itself with the specified angular target.
void SetbChain (bool Value)
 Set to true to use the solver to simulate a connected chain.
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
EAnimAlphaInputType AlphaInputType
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
bool bAlphaBoolEnabled
float32 Alpha
 Current strength of the skeletal control.
FInputScaleBias AlphaScaleBias
Forces
FVector ExternalForce
 An external force to apply to all bodies in the simulation when ticked, specified in world space.
Links
FComponentSpacePoseLink ComponentPose
 Input link.
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.
PhysicsParameters
float32 GravityScale
 Scale for gravity, higher values increase forces due to gravity.
TArray< FAnimPhysBodyDefinition > PhysicsBodyDefinitions
float32 LinearSpringConstant
 Spring constant to use when calculating linear springs, higher values mean a stronger spring. You need to enable the Linear Spring checkbox for this to have an effect.
float32 AngularBiasOverride
 Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are "catching-up" with the mesh, if that's the case override this and push it towards 1.0f until it settles correctly.
int NumSolverIterationsPreUpdate
 Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate.
float32 LinearDampingOverride
 Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect.
FVector GravityOverride
 Gravity Override Value.
float32 AngularDampingOverride
 Overridden angular damping value. The default is 0.7. Values below 0.7 won't have an effect.
float32 AngularSpringConstant
 Spring constant to use when calculating angular springs, higher values mean a stronger spring. You need to enable the Angular Spring checkbox for this to have an effect. Note: Make sure to also set the Angular Target Axis and Angular Target in the Constraint Setup for this to have an effect.
int NumSolverIterationsPostUpdate
 Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate.
PlanarLimit
TArray< FAnimPhysPlanarLimit > PlanarLimits
 List of available planar limits for this node.
Retargeting
FRotationRetargetingInfo RetargetingSettings
 The settings for rotation retargeting.
Settings
FVector ComponentLinearAccScale
 When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.
FVector ComponentAppliedLinearAccClamp
 When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.
FVector ComponentLinearVelScale
 When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity.
Setup
AnimPhysSimSpaceType SimulationSpace
 The space used to run the simulation.
FBoneReference BoundBone
 The bone to attach the physics body to, if bChain is true this is the top of the chain.
FBoneReference ChainEnd
 If bChain is true this is the bottom of the chain, otherwise ignored.
FBoneReference RelativeSpaceBone
 When in BoneRelative sim space, the simulation will use this bone as the origin.
SphericalLimit
TArray< FAnimPhysSphericalLimit > SphericalLimits
 List of available spherical limits for this node.
Wind
float32 WindScale
 Scale to apply to calculated wind velocities in the solver.
Variables
bool bUseGravityOverride
Public Attributes inherited from FAnimNode_SkeletalControlBase
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
bool bAlphaBoolEnabled
FName AlphaCurveName
FInputScaleBias AlphaScaleBias
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBiasClamp AlphaScaleBiasClamp
FComponentSpacePoseLink ComponentPose
 Input link.
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.

Member Function Documentation

◆ GetbUseGravityOverride()

bool GetbUseGravityOverride ( ) const

Use gravity override value vs gravity scale.

◆ opAssign()

◆ SetbAngularSpring()

void SetbAngularSpring ( bool Value)

If true the body will attempt to align itself with the specified angular target.

◆ SetbChain()

void SetbChain ( bool Value)

Set to true to use the solver to simulate a connected chain.

◆ SetbDoEval()

void SetbDoEval ( bool Value)

If true we will perform bone transform evaluation, otherwise skip - allows visualization of the initial anim state compared to the physics sim.

◆ SetbDoUpdate()

void SetbDoUpdate ( bool Value)

If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies.

◆ SetbEnableWind()

void SetbEnableWind ( bool Value)

Whether or not wind is enabled for the bodies in this simulation.

◆ SetbGravityOverrideInSimSpace()

void SetbGravityOverrideInSimSpace ( bool Value)

If true the gravity override value is defined in simulation space, by default it is in world space.

◆ SetbLinearSpring()

void SetbLinearSpring ( bool Value)

If true the body will attempt to spring back to its initial position.

◆ SetbOverrideAngularBias()

void SetbOverrideAngularBias ( bool Value)

If true, the override value will be used for the angular bias for bodies in this node. Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are "catching-up" with the mesh, if that's the case override this and push it towards 1.0f until it settles correctly.

◆ SetbOverrideAngularDamping()

void SetbOverrideAngularDamping ( bool Value)

If true, the override value will be used for angular damping.

◆ SetbOverrideLinearDamping()

void SetbOverrideLinearDamping ( bool Value)

If true, the override value will be used for linear damping.

◆ SetbUseGravityOverride()

void SetbUseGravityOverride ( bool Value)

Use gravity override value vs gravity scale.

◆ SetbUsePlanarLimit()

void SetbUsePlanarLimit ( bool Value)

Whether to evaluate planar limits.

◆ SetbUseSphericalLimits()

void SetbUseSphericalLimits ( bool Value)

Whether to evaluate spherical limits.

Member Data Documentation

◆ Alpha

float32 Alpha

Current strength of the skeletal control.

◆ AlphaBoolBlend

FInputAlphaBoolBlend AlphaBoolBlend

◆ AlphaCurveName

FName AlphaCurveName

◆ AlphaInputType

EAnimAlphaInputType AlphaInputType

◆ AlphaScaleBias

FInputScaleBias AlphaScaleBias

◆ AlphaScaleBiasClamp

FInputScaleBiasClamp AlphaScaleBiasClamp

◆ AngularBiasOverride

float32 AngularBiasOverride

Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are "catching-up" with the mesh, if that's the case override this and push it towards 1.0f until it settles correctly.

◆ AngularDampingOverride

float32 AngularDampingOverride

Overridden angular damping value. The default is 0.7. Values below 0.7 won't have an effect.

◆ AngularSpringConstant

float32 AngularSpringConstant

Spring constant to use when calculating angular springs, higher values mean a stronger spring. You need to enable the Angular Spring checkbox for this to have an effect. Note: Make sure to also set the Angular Target Axis and Angular Target in the Constraint Setup for this to have an effect.

◆ bAlphaBoolEnabled

bool bAlphaBoolEnabled

◆ BoundBone

FBoneReference BoundBone

The bone to attach the physics body to, if bChain is true this is the top of the chain.

◆ bUseGravityOverride

bool bUseGravityOverride

◆ ChainEnd

FBoneReference ChainEnd

If bChain is true this is the bottom of the chain, otherwise ignored.

◆ ComponentAppliedLinearAccClamp

FVector ComponentAppliedLinearAccClamp

When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.

◆ ComponentLinearAccScale

FVector ComponentLinearAccScale

When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.

◆ ComponentLinearVelScale

FVector ComponentLinearVelScale

When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ ExternalForce

FVector ExternalForce

An external force to apply to all bodies in the simulation when ticked, specified in world space.

◆ GravityOverride

FVector GravityOverride

Gravity Override Value.

◆ GravityScale

float32 GravityScale

Scale for gravity, higher values increase forces due to gravity.

◆ LinearDampingOverride

float32 LinearDampingOverride

Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect.

◆ LinearSpringConstant

float32 LinearSpringConstant

Spring constant to use when calculating linear springs, higher values mean a stronger spring. You need to enable the Linear Spring checkbox for this to have an effect.

◆ 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.

◆ NumSolverIterationsPostUpdate

int NumSolverIterationsPostUpdate

Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate.

◆ NumSolverIterationsPreUpdate

int NumSolverIterationsPreUpdate

Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate.

◆ PhysicsBodyDefinitions

TArray<FAnimPhysBodyDefinition> PhysicsBodyDefinitions

◆ PlanarLimits

List of available planar limits for this node.

◆ RelativeSpaceBone

FBoneReference RelativeSpaceBone

When in BoneRelative sim space, the simulation will use this bone as the origin.

◆ RetargetingSettings

FRotationRetargetingInfo RetargetingSettings

The settings for rotation retargeting.

◆ SimulationSpace

AnimPhysSimSpaceType SimulationSpace

The space used to run the simulation.

◆ SphericalLimits

TArray<FAnimPhysSphericalLimit> SphericalLimits

List of available spherical limits for this node.

◆ WindScale

float32 WindScale

Scale to apply to calculated wind velocities in the solver.