|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
@TODO: Comment More...
Public Member Functions | |
Functions | |
| FAnimNode_BlendSpacePlayer_Standalone & | opAssign (FAnimNode_BlendSpacePlayer_Standalone 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 | X |
| The X coordinate to sample in the blendspace. | |
| float32 | Y |
| The Y 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 | 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 | |
| EAnimSyncMethod | Method |
| How this asset will synchronize with other assets. 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 Blend Space 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. Animations inside this Blend Space have their own options for syncing. | |
| 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. | |
@TODO: Comment
| FAnimNode_BlendSpacePlayer_Standalone & opAssign | ( | FAnimNode_BlendSpacePlayer_Standalone | Other | ) |
| 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. Animations inside this Blend Space have their own options for syncing.
| EAnimGroupRole GroupRole |
The role this Blend Space 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.
| EAnimSyncMethod Method |
How this asset will synchronize with other assets. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.
| float32 PlayRate |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
| 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.