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

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.

Member Function Documentation

◆ opAssign()

FAnimNode_LegIK & opAssign ( FAnimNode_LegIK Other)

Member Data Documentation

◆ 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

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ LegsDefinition

TArray<FAnimLegIKDefinition> LegsDefinition

◆ 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.

◆ MaxIterations

int MaxIterations

Max Number of Iterations.

◆ ReachPrecision

float32 ReachPrecision

Tolerance for reaching IK Target, in unreal units.

◆ SoftAlpha

float32 SoftAlpha

Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off.

◆ SoftPercentLength

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.