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

Simple controller that make a bone to look at the point or another bone. More...

Public Member Functions

Functions
FAnimNode_LookAt & opAssign (FAnimNode_LookAt Other)
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
FInputScaleBias AlphaScaleBias
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
bool bAlphaBoolEnabled
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
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.
SkeletalControl
FAxis LookAt_Axis
EInterpolationBlend InterpolationType
FBoneReference BoneToModify
 Name of bone to control. This is the main bone chain to modify from. *.
FAxis LookUp_Axis
bool bUseLookUpAxis
 Whether or not to use Look up axis.
float32 LookAtClamp
 Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used.
float32 InterpolationTime
float32 InterpolationTriggerThreashold
Target
FBoneSocketTarget LookAtTarget
 Target socket to look at. Used if LookAtBone is empty. - You can use LookAtLocation if you need offset from this point. That location will be used in their local space. *.
FVector LookAtLocation
 Target Offset. It's in world space if LookAtBone is empty or it is based on LookAtBone or LookAtSocket in their local space.
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.

Detailed Description

Simple controller that make a bone to look at the point or another bone.

Member Function Documentation

◆ opAssign()

FAnimNode_LookAt & opAssign ( FAnimNode_LookAt 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

◆ BoneToModify

FBoneReference BoneToModify

Name of bone to control. This is the main bone chain to modify from. *.

◆ bUseLookUpAxis

bool bUseLookUpAxis

Whether or not to use Look up axis.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ InterpolationTime

float32 InterpolationTime

◆ InterpolationTriggerThreashold

float32 InterpolationTriggerThreashold

◆ InterpolationType

EInterpolationBlend InterpolationType

◆ 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.

◆ LookAt_Axis

FAxis LookAt_Axis

◆ LookAtClamp

float32 LookAtClamp

Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used.

◆ LookAtLocation

FVector LookAtLocation

Target Offset. It's in world space if LookAtBone is empty or it is based on LookAtBone or LookAtSocket in their local space.

◆ LookAtTarget

FBoneSocketTarget LookAtTarget

Target socket to look at. Used if LookAtBone is empty. - You can use LookAtLocation if you need offset from this point. That location will be used in their local space. *.

◆ LookUp_Axis

FAxis LookUp_Axis