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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_OrientationWarping & | opAssign (FAnimNode_OrientationWarping Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FInputScaleBias | AlphaScaleBias |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| EAnimAlphaInputType | AlphaInputType |
| bool | bAlphaBoolEnabled |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FName | AlphaCurveName |
Debug | |
| float32 | DebugDrawScale |
| Scale all debug drawing visualization by a factor. | |
| bool | bEnableDebugDraw |
| Enable/Disable orientation warping debug drawing. | |
Evaluation | |
| FTransform | WarpingSpaceTransform |
| float32 | LocomotionAngleDeltaThreshold |
| Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0. | |
| float32 | MinRootMotionSpeedThreshold |
| Minimum root motion speed required to apply orientation warping This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles) When this value is greater than 0, it's recommended to enable interpolation with RotationInterpSpeed > 0. | |
| float32 | LocomotionAngle |
| The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]. | |
| FVector | LocomotionDirection |
| The character movement direction vector in world space This will be used to compute LocomotionAngle automatically. | |
| float32 | OrientationAngle |
| The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis. | |
| EWarpingEvaluationMode | Mode |
| Orientation warping evaluation mode (Graph or Manual). | |
| EOrientationWarpingSpace | WarpingSpace |
Experimental | |
| FVector | ManualRootMotionVelocity |
| bool | bUseManualRootMotionVelocity |
| bool | bScaleByGlobalBlendWeight |
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 | MaxRootMotionDeltaToCompensateDegrees |
| Don't compensate our interpolator when the instantaneous root motion delta is higher than this. This is likely a pivot. | |
| float32 | RotationInterpSpeed |
| Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing. | |
| float32 | MaxCorrectionDegrees |
| Max correction we're allowed to do per-second when using interpolation. This minimizes pops when we have a large difference between current and target orientation. | |
| bool | bCounterCompenstateInterpolationByRootMotion |
| Whether to counter compensate interpolation by the animated root motion angle change over time. This helps to conserve the motion from our animation. Disable this if your root motion is expected to be jittery, and you want orientation warping to smooth it out. | |
| float32 | DistributedBoneOrientationAlpha |
| Specifies how much rotation is applied to the character body versus IK feet. | |
| EAxis | RotationAxis |
| Rotation axis used when rotating the character body. | |
| TArray< FBoneReference > | IKFootBones |
| IK Foot definitions. | |
| FBoneReference | IKFootRootBone |
| IK Foot Root Bone definition. | |
| TArray< FBoneReference > | SpineBones |
| Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha. | |
| 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_OrientationWarping & opAssign | ( | FAnimNode_OrientationWarping | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bCounterCompenstateInterpolationByRootMotion |
Whether to counter compensate interpolation by the animated root motion angle change over time. This helps to conserve the motion from our animation. Disable this if your root motion is expected to be jittery, and you want orientation warping to smooth it out.
| bool bEnableDebugDraw |
Enable/Disable orientation warping debug drawing.
| bool bScaleByGlobalBlendWeight |
| bool bUseManualRootMotionVelocity |
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 DebugDrawScale |
Scale all debug drawing visualization by a factor.
| float32 DistributedBoneOrientationAlpha |
Specifies how much rotation is applied to the character body versus IK feet.
| TArray<FBoneReference> IKFootBones |
IK Foot definitions.
| FBoneReference IKFootRootBone |
IK Foot Root Bone definition.
| float32 LocomotionAngle |
The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)].
| float32 LocomotionAngleDeltaThreshold |
Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0.
When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
Example: Playing a forward running animation while the motion is going backward Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
| FVector LocomotionDirection |
The character movement direction vector in world space This will be used to compute LocomotionAngle automatically.
| 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.
| FVector ManualRootMotionVelocity |
| float32 MaxCorrectionDegrees |
Max correction we're allowed to do per-second when using interpolation. This minimizes pops when we have a large difference between current and target orientation.
| float32 MaxRootMotionDeltaToCompensateDegrees |
Don't compensate our interpolator when the instantaneous root motion delta is higher than this. This is likely a pivot.
| float32 MinRootMotionSpeedThreshold |
Minimum root motion speed required to apply orientation warping This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles) When this value is greater than 0, it's recommended to enable interpolation with RotationInterpSpeed > 0.
Orientation warping evaluation mode (Graph or Manual).
| float32 OrientationAngle |
The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis.
| EAxis RotationAxis |
Rotation axis used when rotating the character body.
| float32 RotationInterpSpeed |
Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing.
| TArray<FBoneReference> SpineBones |
Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha.
| EOrientationWarpingSpace WarpingSpace |
| FTransform WarpingSpaceTransform |