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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_GothicFootplacement & | opAssign (FAnimNode_GothicFootplacement Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FInputScaleBias | AlphaScaleBias |
| FName | AlphaCurveName |
| EAnimAlphaInputType | AlphaInputType |
| bool | bAlphaBoolEnabled |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
Debug | Pelvis | |
| FVector | DebugForwardVector |
| Directional arrow to debug visualise pelvis rotation! | |
Foot Placement | |
| TArray< FPelvisBoneData > | AffectedBoneDataArray |
| Just incase only use one, im not sure where im going with this! | |
| FBoneReference | IKFootRoot |
| IK Foot Root !not used but if not set up will crash! | |
| TArray< FGothicFootData > | FootDataArray |
| Array of foot definitions to drive the foot placement. Exposed to the editor so designers can adjust parameters per foot. Even numbers eg. 0, 2, 3 are for the right side, 1,3,5 for the left side Basically always start configuring the right foot then the left one 1 pelvis 2 feet so pelvis 0 will be controlled by (0/1) and p 1 by (2/3) so on! | |
Foot Placement | Settings | Normal | |
| bool | bFlipRightNormalAdjustments |
| If Flipped the Character/Creature will either align with the slope or (weight against, if set to false) On the Right Axis, if set to false and we are going Uphill the upperbodys right axis rotates towards the slope. | |
| bool | bFlipForwardNormalAdjustments |
| If Flipped the Character/Creature will either align with the slope or (weight against, if set to false) On the Forward Axis, if set to false and we are going Uphill the upperbodys forward rotates towards the slope. | |
| float32 | GroundNormalSmoothingSpeed |
| Smoothing speed of the Ground Normal 10-20 is good, controls the speed of shifts in weights when adjusting to slopes. | |
Foot Settings | Global | |
| float32 | ContactThreshold |
| This threshold can be looked like your foot size,10 - 15 proves good for a humanoid to prevent clipping feet, slopes sometimes may fail. | |
| float32 | TraceOffset |
| Offset for the foot traces 20 is somewhere around the knee, used to prevent clipping through the ground and go by by mesh! | |
| float32 | OverallFootInterpSpeed |
| Foot Location Smoothing. | |
| float32 | OverallFootInterpRotSpeed |
| Foot Rotation Smoothing. | |
| float32 | LowSpeedThreshold |
| Low Speed Threshold deciding if we should align the character foot, basically if the foot is below 50 or 50 we fully plant the foot. | |
| float32 | HighSpeedThreshold |
| High Speed Threshold deciding if we should unplant the foot, eg we are in motion follow FK transform. | |
FootIK | |
| float32 | EnableFootIK |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
Pelvis | Settings | Weights | |
| float32 | HorizontalOffsetMagnitude |
| The distance the pelvis can push away from its origin in cm, on the horizontal axis X and Y. | |
| float32 | OverallSmoothingSpeed |
| Smoothing Speed for the last transform repositioning, 20 is a good number but try anything and see what happens. | |
| float32 | PelvisOverallWeight |
| This one controls everything its your last cleaning pass, can leave 1 but try it out! | |
| float32 | PelvisRotationWeight |
| Rotational weight of the pelvis based on the ground normal. | |
| float32 | PelvisHorizontalWeight |
| Pelvis Horizontal alignment weight pulling pelvis to or away depending on whats going on in the world and the bool FlipForwardNormalAdjustments! | |
| float32 | PelvisVerticalWeight |
| Pelvis Vertical alignment weight pulling pelvis down or up depending on whats going on in the world! | |
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. | |
| FAnimNode_GothicFootplacement & opAssign | ( | FAnimNode_GothicFootplacement | Other | ) |
| TArray<FPelvisBoneData> AffectedBoneDataArray |
Just incase only use one, im not sure where im going with this!
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bFlipForwardNormalAdjustments |
If Flipped the Character/Creature will either align with the slope or (weight against, if set to false) On the Forward Axis, if set to false and we are going Uphill the upperbodys forward rotates towards the slope.
| bool bFlipRightNormalAdjustments |
If Flipped the Character/Creature will either align with the slope or (weight against, if set to false) On the Right Axis, if set to false and we are going Uphill the upperbodys right axis rotates towards the slope.
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 ContactThreshold |
This threshold can be looked like your foot size,10 - 15 proves good for a humanoid to prevent clipping feet, slopes sometimes may fail.
| FVector DebugForwardVector |
Directional arrow to debug visualise pelvis rotation!
| float32 EnableFootIK |
| TArray<FGothicFootData> FootDataArray |
Array of foot definitions to drive the foot placement. Exposed to the editor so designers can adjust parameters per foot. Even numbers eg. 0, 2, 3 are for the right side, 1,3,5 for the left side Basically always start configuring the right foot then the left one 1 pelvis 2 feet so pelvis 0 will be controlled by (0/1) and p 1 by (2/3) so on!
| float32 GroundNormalSmoothingSpeed |
Smoothing speed of the Ground Normal 10-20 is good, controls the speed of shifts in weights when adjusting to slopes.
| float32 HighSpeedThreshold |
High Speed Threshold deciding if we should unplant the foot, eg we are in motion follow FK transform.
| float32 HorizontalOffsetMagnitude |
The distance the pelvis can push away from its origin in cm, on the horizontal axis X and Y.
| FBoneReference IKFootRoot |
IK Foot Root !not used but if not set up will crash!
| 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.
| float32 LowSpeedThreshold |
Low Speed Threshold deciding if we should align the character foot, basically if the foot is below 50 or 50 we fully plant the foot.
| float32 OverallFootInterpRotSpeed |
Foot Rotation Smoothing.
| float32 OverallFootInterpSpeed |
Foot Location Smoothing.
| float32 OverallSmoothingSpeed |
Smoothing Speed for the last transform repositioning, 20 is a good number but try anything and see what happens.
| float32 PelvisHorizontalWeight |
Pelvis Horizontal alignment weight pulling pelvis to or away depending on whats going on in the world and the bool FlipForwardNormalAdjustments!
| float32 PelvisOverallWeight |
This one controls everything its your last cleaning pass, can leave 1 but try it out!
| float32 PelvisRotationWeight |
Rotational weight of the pelvis based on the ground normal.
| float32 PelvisVerticalWeight |
Pelvis Vertical alignment weight pulling pelvis down or up depending on whats going on in the world!
| float32 TraceOffset |
Offset for the foot traces 20 is somewhere around the knee, used to prevent clipping through the ground and go by by mesh!