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

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z). More...

Public Member Functions

Functions
void SetbAffectTargetRotationX (bool Value)
 Affect the X component of rotation on the target bone.
void SetbUseRange (bool Value)
 Whether or not to clamp the driver value and remap it before scaling it.
void SetbAffectTargetTranslationX (bool Value)
 Affect the X component of translation on the target bone.
void SetbAffectTargetTranslationY (bool Value)
 Affect the Y component of translation on the target bone.
void SetbAffectTargetTranslationZ (bool Value)
 Affect the Z component of translation on the target bone.
FAnimNode_BoneDrivenController & opAssign (FAnimNode_BoneDrivenController Other)
void SetbAffectTargetRotationY (bool Value)
 Affect the Y component of rotation on the target bone.
void SetbAffectTargetRotationZ (bool Value)
 Affect the Z component of rotation on the target bone.
void SetbAffectTargetScaleX (bool Value)
 Affect the X component of scale on the target bone.
void SetbAffectTargetScaleY (bool Value)
 Affect the Y component of scale on the target bone.
void SetbAffectTargetScaleZ (bool Value)
 Affect the Z component of scale on the target bone.
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
float32 Alpha
 Current strength of the skeletal control.
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBias AlphaScaleBias
EAnimAlphaInputType AlphaInputType
bool bAlphaBoolEnabled
Destination (driven)
FBoneReference TargetBone
 Bone to drive using controller input.
EDrivenDestinationMode DestinationMode
 Type of destination to drive, currently either bone or morph target.
FName ParameterName
 Name of Morph Target to drive using the source attribute.
EDrivenBoneModificationMode ModificationMode
 The type of modification to make to the destination component(s).
Links
FComponentSpacePoseLink ComponentPose
 Input link.
Mapping
float RemappedMin
 Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian.
UCurveFloat DrivingCurve
 Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used).
float RemappedMax
 Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian.
float32 Multiplier
 Multiplier to apply to the input value (Note: Ignored when a curve is used).
float RangeMax
 Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian.
float RangeMin
 Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian.
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.
Source (driver)
EComponentType SourceComponent
 Transform component to use as input.
FBoneReference SourceBone
 Bone to use as controller input.
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.

Detailed Description

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z).

Member Function Documentation

◆ opAssign()

◆ SetbAffectTargetRotationX()

void SetbAffectTargetRotationX ( bool Value)

Affect the X component of rotation on the target bone.

◆ SetbAffectTargetRotationY()

void SetbAffectTargetRotationY ( bool Value)

Affect the Y component of rotation on the target bone.

◆ SetbAffectTargetRotationZ()

void SetbAffectTargetRotationZ ( bool Value)

Affect the Z component of rotation on the target bone.

◆ SetbAffectTargetScaleX()

void SetbAffectTargetScaleX ( bool Value)

Affect the X component of scale on the target bone.

◆ SetbAffectTargetScaleY()

void SetbAffectTargetScaleY ( bool Value)

Affect the Y component of scale on the target bone.

◆ SetbAffectTargetScaleZ()

void SetbAffectTargetScaleZ ( bool Value)

Affect the Z component of scale on the target bone.

◆ SetbAffectTargetTranslationX()

void SetbAffectTargetTranslationX ( bool Value)

Affect the X component of translation on the target bone.

◆ SetbAffectTargetTranslationY()

void SetbAffectTargetTranslationY ( bool Value)

Affect the Y component of translation on the target bone.

◆ SetbAffectTargetTranslationZ()

void SetbAffectTargetTranslationZ ( bool Value)

Affect the Z component of translation on the target bone.

◆ SetbUseRange()

void SetbUseRange ( bool Value)

Whether or not to clamp the driver value and remap it before scaling it.

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

◆ bAlphaBoolEnabled

bool bAlphaBoolEnabled

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ DestinationMode

EDrivenDestinationMode DestinationMode

Type of destination to drive, currently either bone or morph target.

◆ DrivingCurve

UCurveFloat DrivingCurve

Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used).

◆ 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.

◆ ModificationMode

EDrivenBoneModificationMode ModificationMode

The type of modification to make to the destination component(s).

◆ Multiplier

float32 Multiplier

Multiplier to apply to the input value (Note: Ignored when a curve is used).

◆ ParameterName

FName ParameterName

Name of Morph Target to drive using the source attribute.

◆ RangeMax

float RangeMax

Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian.

◆ RangeMin

float RangeMin

Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian.

◆ RemappedMax

float RemappedMax

Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian.

◆ RemappedMin

float RemappedMin

Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian.

◆ SourceBone

FBoneReference SourceBone

Bone to use as controller input.

◆ SourceComponent

EComponentType SourceComponent

Transform component to use as input.

◆ TargetBone

FBoneReference TargetBone

Bone to drive using controller input.