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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Simple controller that make a bone to look at the point or another bone.
| FAnimNode_LookAt & opAssign | ( | FAnimNode_LookAt | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FBoneReference BoneToModify |
Name of bone to control. This is the main bone chain to modify from. *.
| bool bUseLookUpAxis |
Whether or not to use Look up axis.
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 InterpolationTime |
| float32 InterpolationTriggerThreashold |
| EInterpolationBlend InterpolationType |
| 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.
| FAxis LookAt_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.
| 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.
| 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. *.
| FAxis LookUp_Axis |