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

Public Member Functions

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

Public Attributes

Alpha
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBias AlphaScaleBias
float32 Alpha
 Current strength of the skeletal control.
bool bAlphaBoolEnabled
EAnimAlphaInputType AlphaInputType
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.
Settings
FFootPlacementPlantSettings PlantSettings
FFootPlacementTraceSettings TraceSettings
FFootPlacementInterpolationSettings InterpolationSettings
EWarpingEvaluationMode PlantSpeedMode
 Foot/Ball speed evaluation mode (Graph or Manual) used to decide when the feet are locked Graph mode uses the root motion attribute from the animations to calculate the joint's speed Manual mode uses a per-foot curve name representing the joint's speed.
TArray< FFootPlacemenLegDefinition > LegDefinitions
FFootPlacementPelvisSettings PelvisSettings
FBoneReference PelvisBone
FBoneReference IKFootRootBone
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.

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

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ IKFootRootBone

FBoneReference IKFootRootBone

◆ InterpolationSettings

FFootPlacementInterpolationSettings InterpolationSettings

◆ LegDefinitions

◆ 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.

◆ PelvisBone

FBoneReference PelvisBone

◆ PelvisSettings

◆ PlantSettings

◆ PlantSpeedMode

EWarpingEvaluationMode PlantSpeedMode

Foot/Ball speed evaluation mode (Graph or Manual) used to decide when the feet are locked Graph mode uses the root motion attribute from the animations to calculate the joint's speed Manual mode uses a per-foot curve name representing the joint's speed.

◆ TraceSettings