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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
| bool GetbUseGravityOverride | ( | ) | const |
Use gravity override value vs gravity scale.
| FAnimNode_AnimDynamics & opAssign | ( | FAnimNode_AnimDynamics | Other | ) |
| 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.
| 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 SetbDoUpdate | ( | bool | Value | ) |
If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies.
| void SetbEnableWind | ( | bool | Value | ) |
Whether or not wind is enabled for the bodies in this simulation.
| 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 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.
| void SetbOverrideAngularDamping | ( | bool | Value | ) |
If true, the override value will be used for angular damping.
| void SetbOverrideLinearDamping | ( | bool | Value | ) |
If true, the override value will be used for linear damping.
| void SetbUseGravityOverride | ( | bool | Value | ) |
Use gravity override value vs gravity scale.
| void SetbUsePlanarLimit | ( | bool | Value | ) |
Whether to evaluate planar limits.
| void SetbUseSphericalLimits | ( | bool | Value | ) |
Whether to evaluate spherical limits.
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| 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.
| 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.
| bool bAlphaBoolEnabled |
| FBoneReference BoundBone |
The bone to attach the physics body to, if bChain is true this is the top of the chain.
| bool bUseGravityOverride |
| FBoneReference ChainEnd |
If bChain is true this is the bottom of the chain, otherwise ignored.
| 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 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 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.
| FComponentSpacePoseLink ComponentPose |
Input link.
| FVector ExternalForce |
An external force to apply to all bodies in the simulation when ticked, specified in world space.
| FVector GravityOverride |
Gravity Override Value.
| float32 GravityScale |
Scale for gravity, higher values increase forces due to gravity.
| float32 LinearDampingOverride |
Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect.
| 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.
| 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.
| 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.
| 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.
| TArray<FAnimPhysBodyDefinition> PhysicsBodyDefinitions |
| TArray<FAnimPhysPlanarLimit> PlanarLimits |
List of available planar limits for this node.
| FBoneReference RelativeSpaceBone |
When in BoneRelative sim space, the simulation will use this bone as the origin.
| FRotationRetargetingInfo RetargetingSettings |
The settings for rotation retargeting.
| AnimPhysSimSpaceType SimulationSpace |
The space used to run the simulation.
| TArray<FAnimPhysSphericalLimit> SphericalLimits |
List of available spherical limits for this node.
| float32 WindScale |
Scale to apply to calculated wind velocities in the solver.