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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets. More...
Public Member Functions | |
Functions | |
| FAnimNode_LayeredBoneBlend & | opAssign (FAnimNode_LayeredBoneBlend Other) |
Public Attributes | |
Config | |
| bool | bMeshSpaceScaleBlend |
| Whether to blend bone scales in mesh space or in local space. | |
| ELayeredBoneBlendMode | BlendMode |
| Whether to use branch filters or a blend mask to specify an input pose per-bone influence. | |
| TArray< TObjectPtr< UBlendProfile > > | BlendMasks |
| The blend masks to use for our layer inputs. Allows the use of per-bone alphas. Blend masks are used when BlendMode is BlendMask. | |
| TArray< FInputBlendPose > | LayerSetup |
| Configuration for the parts of the skeleton to blend for each layer. Allows certain parts of the tree to be blended out or omitted from the pose. LayerSetup is used when BlendMode is BranchFilter. | |
| bool | bBlendRootMotionBasedOnRootBone |
| Whether to incorporate the per-bone blend weight of the root bone when lending root motion. | |
| bool | bMeshSpaceRotationBlend |
| Whether to blend bone rotations in mesh space or in local space. | |
| ECurveBlendOption | CurveBlendOption |
| How to blend the layers together. | |
Links | |
| TArray< FPoseLink > | BlendPoses |
| Each layer's blended pose. | |
| FPoseLink | BasePose |
| The source pose. | |
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 > | BlendWeights |
| The weights of each layer. | |
Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
| FAnimNode_LayeredBoneBlend & opAssign | ( | FAnimNode_LayeredBoneBlend | Other | ) |
| FPoseLink BasePose |
The source pose.
| bool bBlendRootMotionBasedOnRootBone |
Whether to incorporate the per-bone blend weight of the root bone when lending root motion.
| TArray<TObjectPtr<UBlendProfile> > BlendMasks |
The blend masks to use for our layer inputs. Allows the use of per-bone alphas. Blend masks are used when BlendMode is BlendMask.
| ELayeredBoneBlendMode BlendMode |
Whether to use branch filters or a blend mask to specify an input pose per-bone influence.
| TArray<float32> BlendWeights |
The weights of each layer.
| bool bMeshSpaceRotationBlend |
Whether to blend bone rotations in mesh space or in local space.
| bool bMeshSpaceScaleBlend |
Whether to blend bone scales in mesh space or in local space.
| ECurveBlendOption CurveBlendOption |
How to blend the layers together.
| TArray<FInputBlendPose> LayerSetup |
Configuration for the parts of the skeleton to blend for each layer. Allows certain parts of the tree to be blended out or omitted from the pose. LayerSetup is used when BlendMode is BranchFilter.
| 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.