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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Constraint node to parent or world transform for rotation/translation. More...
Public Member Functions | |
Functions | |
| FAnimNode_Constraint & | opAssign (FAnimNode_Constraint Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| bool | bAlphaBoolEnabled |
| FName | AlphaCurveName |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FInputScaleBias | AlphaScaleBias |
| EAnimAlphaInputType | AlphaInputType |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| float32 | Alpha |
| Current strength of the skeletal control. | |
Constraints | |
| TArray< FConstraint > | ConstraintSetup |
| List of constraints. | |
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. | |
Runtime | |
| TArray< float32 > | ConstraintWeights |
| Weight data - post edit syncs up to ConstraintSetups. | |
SkeletalControl | |
| FBoneReference | BoneToModify |
| Name of bone to control. This is the main bone chain to modify from. *. | |
| 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. | |
Constraint node to parent or world transform for rotation/translation.
| FAnimNode_Constraint & opAssign | ( | FAnimNode_Constraint | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FBoneReference BoneToModify |
Name of bone to control. This is the main bone chain to modify from. *.
| FComponentSpacePoseLink ComponentPose |
Input link.
| TArray<FConstraint> ConstraintSetup |
List of constraints.
| TArray<float32> ConstraintWeights |
Weight data - post edit syncs up to ConstraintSetups.
| 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.