G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
FAnimNode_LayeredBoneBlend Struct Reference

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.

Detailed Description

Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ BasePose

FPoseLink BasePose

The source pose.

◆ bBlendRootMotionBasedOnRootBone

bool bBlendRootMotionBasedOnRootBone

Whether to incorporate the per-bone blend weight of the root bone when lending root motion.

◆ 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.

◆ BlendMode

Whether to use branch filters or a blend mask to specify an input pose per-bone influence.

◆ BlendPoses

TArray<FPoseLink> BlendPoses

Each layer's blended pose.

◆ BlendWeights

TArray<float32> BlendWeights

The weights of each layer.

◆ bMeshSpaceRotationBlend

bool bMeshSpaceRotationBlend

Whether to blend bone rotations in mesh space or in local space.

◆ bMeshSpaceScaleBlend

bool bMeshSpaceScaleBlend

Whether to blend bone scales in mesh space or in local space.

◆ CurveBlendOption

ECurveBlendOption CurveBlendOption

How to blend the layers together.

◆ LayerSetup

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.

◆ 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.