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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Controller which implements the CCDIK IK approximation algorithm. More...
Public Member Functions | |
Functions | |
| FAnimNode_CCDIK & | opAssign (FAnimNode_CCDIK Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| bool | bAlphaBoolEnabled |
| FName | AlphaCurveName |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FInputScaleBias | AlphaScaleBias |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| EAnimAlphaInputType | AlphaInputType |
Effector | |
| FBoneSocketTarget | EffectorTarget |
| If EffectorTransformSpace is a bone, this is the bone to use. *. | |
| EBoneControlSpace | EffectorLocationSpace |
| Reference frame of Effector Transform. | |
| FVector | EffectorLocation |
| Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location. | |
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. | |
Solver | |
| bool | bStartFromTail |
| Toggle drawing of axes to debug joint rotation. | |
| int | MaxIterations |
| Maximum number of iterations allowed, to control performance. | |
| float32 | Precision |
| Tolerance for final tip location delta from EffectorLocation. | |
| FBoneReference | RootBone |
| Name of the root bone. | |
| FBoneReference | TipBone |
| Name of tip bone. | |
| bool | bEnableRotationLimit |
| Tolerance for final tip location delta from EffectorLocation. | |
| TArray< float32 > | RotationLimitPerJoints |
| symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone. | |
| 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. | |
Controller which implements the CCDIK IK approximation algorithm.
| FAnimNode_CCDIK & opAssign | ( | FAnimNode_CCDIK | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bEnableRotationLimit |
Tolerance for final tip location delta from EffectorLocation.
| bool bStartFromTail |
Toggle drawing of axes to debug joint rotation.
| FComponentSpacePoseLink ComponentPose |
Input link.
| FVector EffectorLocation |
Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location.
| EBoneControlSpace EffectorLocationSpace |
Reference frame of Effector Transform.
| FBoneSocketTarget EffectorTarget |
If EffectorTransformSpace is a bone, this is the bone to use. *.
| 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 MaxIterations |
Maximum number of iterations allowed, to control performance.
| float32 Precision |
Tolerance for final tip location delta from EffectorLocation.
| FBoneReference RootBone |
Name of the root bone.
| TArray<float32> RotationLimitPerJoints |
symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone.
| FBoneReference TipBone |
Name of tip bone.