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

Simple controller to copy a bone's transform to another one. More...

Public Member Functions

Functions
FAnimNode_CopyBone & opAssign (FAnimNode_CopyBone Other)
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBiasClamp AlphaScaleBiasClamp
EAnimAlphaInputType AlphaInputType
FInputScaleBias AlphaScaleBias
bool bAlphaBoolEnabled
float32 Alpha
 Current strength of the skeletal control.
Copy
FBoneReference TargetBone
 Name of bone to control. This is the main bone chain to modify from. *.
bool bCopyTranslation
 If Translation should be copied.
bool bCopyScale
 If Scale should be copied.
EBoneControlSpace ControlSpace
 Space to convert transforms into prior to copying components.
bool bCopyRotation
 If Rotation should be copied.
FBoneReference SourceBone
 Source Bone Name to get transform from.
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.
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

Simple controller to copy a bone's transform to another one.

Member Function Documentation

◆ opAssign()

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

◆ bCopyRotation

bool bCopyRotation

If Rotation should be copied.

◆ bCopyScale

bool bCopyScale

If Scale should be copied.

◆ bCopyTranslation

bool bCopyTranslation

If Translation should be copied.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ ControlSpace

EBoneControlSpace ControlSpace

Space to convert transforms into prior to copying components.

◆ 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.

◆ SourceBone

FBoneReference SourceBone

Source Bone Name to get transform from.

◆ TargetBone

FBoneReference TargetBone

Name of bone to control. This is the main bone chain to modify from. *.