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

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...

Public Member Functions

Functions
FAnimNode_BlendSpaceEvaluator & opAssign (FAnimNode_BlendSpaceEvaluator 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 BlendWeight
 Last encountered blendweight for this node.
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
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 bResetPlayTimeWhenBlendSpaceChanges
 Whether we should reset the current play time when the blend space changes.
float32 NormalizedTime
 Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value. Note that treating this as a "time" value that increases (and wraps) will not result in the same output as you would get from using a BlendSpace player. The output events may not be as expected, and synchronization will sometimes be discontinuous if the leader/follower animations change as a result of changing the blend weights (even if that is done smoothly).
bool bTeleportToNormalizedTime
 If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.). If false, will advance time (will trigger notifies, extract root motion if applicable, etc).
bool bLoop
 Should the animation loop back to the start when it reaches the end?
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

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ 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.

◆ bTeleportToNormalizedTime

bool bTeleportToNormalizedTime

If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.). If false, will advance time (will trigger notifies, extract root motion if applicable, etc).

◆ 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.

◆ 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.

◆ NormalizedTime

float32 NormalizedTime

Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value. Note that treating this as a "time" value that increases (and wraps) will not result in the same output as you would get from using a BlendSpace player. The output events may not be as expected, and synchronization will sometimes be discontinuous if the leader/follower animations change as a result of changing the blend weights (even if that is done smoothly).

◆ PlayRate

float32 PlayRate

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

◆ 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.