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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_LegIK & | opAssign (FAnimNode_LegIK Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| EAnimAlphaInputType | AlphaInputType |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FInputScaleBias | AlphaScaleBias |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FName | AlphaCurveName |
| bool | bAlphaBoolEnabled |
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 | |
| float32 | SoftAlpha |
| Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off. | |
| float32 | SoftPercentLength |
| Default is 1.0 (off). Range is 0.1 to 1.0. When set to a value less than 1, will "softly" approach full extension starting when the effector distance from the root of the chain is greater than this percent length of the bone chain. Typical values are around 0.97. This is useful for preventing the knee from "popping" when approaching full extension. | |
| TArray< FAnimLegIKDefinition > | LegsDefinition |
| int | MaxIterations |
| Max Number of Iterations. | |
| float32 | ReachPrecision |
| Tolerance for reaching IK Target, in unreal units. | |
| 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_LegIK & opAssign | ( | FAnimNode_LegIK | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FComponentSpacePoseLink ComponentPose |
Input link.
| TArray<FAnimLegIKDefinition> LegsDefinition |
| 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.
| int MaxIterations |
Max Number of Iterations.
| float32 ReachPrecision |
Tolerance for reaching IK Target, in unreal units.
| float32 SoftAlpha |
Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off.
| float32 SoftPercentLength |
Default is 1.0 (off). Range is 0.1 to 1.0. When set to a value less than 1, will "softly" approach full extension starting when the effector distance from the root of the chain is greater than this percent length of the bone chain. Typical values are around 0.97. This is useful for preventing the knee from "popping" when approaching full extension.