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

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ AffectedBoneDataArray

TArray<FPelvisBoneData> AffectedBoneDataArray

Just incase only use one, im not sure where im going with this!

◆ 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

◆ bFlipForwardNormalAdjustments

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.

◆ bFlipRightNormalAdjustments

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.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ ContactThreshold

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.

◆ DebugForwardVector

FVector DebugForwardVector

Directional arrow to debug visualise pelvis rotation!

◆ EnableFootIK

float32 EnableFootIK

◆ FootDataArray

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!

◆ GroundNormalSmoothingSpeed

float32 GroundNormalSmoothingSpeed

Smoothing speed of the Ground Normal 10-20 is good, controls the speed of shifts in weights when adjusting to slopes.

◆ HighSpeedThreshold

float32 HighSpeedThreshold

High Speed Threshold deciding if we should unplant the foot, eg we are in motion follow FK transform.

◆ HorizontalOffsetMagnitude

float32 HorizontalOffsetMagnitude

The distance the pelvis can push away from its origin in cm, on the horizontal axis X and Y.

◆ IKFootRoot

FBoneReference IKFootRoot

IK Foot Root !not used but if not set up will crash!

◆ 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.

◆ LowSpeedThreshold

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.

◆ OverallFootInterpRotSpeed

float32 OverallFootInterpRotSpeed

Foot Rotation Smoothing.

◆ OverallFootInterpSpeed

float32 OverallFootInterpSpeed

Foot Location Smoothing.

◆ OverallSmoothingSpeed

float32 OverallSmoothingSpeed

Smoothing Speed for the last transform repositioning, 20 is a good number but try anything and see what happens.

◆ PelvisHorizontalWeight

float32 PelvisHorizontalWeight

Pelvis Horizontal alignment weight pulling pelvis to or away depending on whats going on in the world and the bool FlipForwardNormalAdjustments!

◆ PelvisOverallWeight

float32 PelvisOverallWeight

This one controls everything its your last cleaning pass, can leave 1 but try it out!

◆ PelvisRotationWeight

float32 PelvisRotationWeight

Rotational weight of the pelvis based on the ground normal.

◆ PelvisVerticalWeight

float32 PelvisVerticalWeight

Pelvis Vertical alignment weight pulling pelvis down or up depending on whats going on in the world!

◆ TraceOffset

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!