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

RBF based orientation driver. More...

Public Member Functions

Functions
FAnimNode_PoseDriver & opAssign (FAnimNode_PoseDriver Other)
Public Member Functions inherited from FAnimNode_PoseHandler
FAnimNode_PoseHandler & opAssign (FAnimNode_PoseHandler Other)
Public Member Functions inherited from FAnimNode_AssetPlayerBase
FAnimNode_AssetPlayerBase & opAssign (FAnimNode_AssetPlayerBase Other)
Public Member Functions inherited from FAnimNode_AssetPlayerRelevancyBase
FAnimNode_AssetPlayerRelevancyBase & opAssign (FAnimNode_AssetPlayerRelevancyBase Other)

Public Attributes

DoNotEdit
float32 BlendWeight
 Last encountered blendweight for this node.
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
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.
PoseDriver
TArray< FBoneReference > OnlyDriveBones
 List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modified.
TArray< FBoneReference > SourceBones
 Bone to use for driving parameters based on its orientation.
FPoseLink SourcePose
 Bones to use for driving parameters based on their transform.
EPoseDriverSource DriveSource
 Which part of the transform is read.
EPoseDriverOutput DriveOutput
 Whether we should drive poses or curves.
bool bEvalFromRefPose
 Evaluate SourceBone transform relative from its Reference Pose. This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
FBoneReference EvalSpaceBone
 Optional other bone space to use when reading SourceBone transform. If not specified, the local space of SourceBone will be used. (ie relative to parent bone).
TArray< FPoseDriverTarget > PoseTargets
 Targets used to compare with current pose and drive morphs/poses.
FRBFParams RBFParams
 Parameters used by RBF solver.
Settings
UPoseAsset PoseAsset
 The animation sequence asset to evaluate.
Public Attributes inherited from FAnimNode_PoseHandler
float32 BlendWeight
 Last encountered blendweight for this node.
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
UPoseAsset PoseAsset
 The animation sequence asset to evaluate.
Public Attributes inherited from FAnimNode_AssetPlayerBase
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.

Detailed Description

RBF based orientation driver.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bEvalFromRefPose

bool bEvalFromRefPose

Evaluate SourceBone transform relative from its Reference Pose. This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.

If not specified, the local space of SourceBone will be used. (ie relative to parent bone) This mode won't work in conjunction with EvalSpaceBone;

◆ BlendWeight

float32 BlendWeight

Last encountered blendweight for this node.

◆ DriveOutput

EPoseDriverOutput DriveOutput

Whether we should drive poses or curves.

◆ DriveSource

EPoseDriverSource DriveSource

Which part of the transform is read.

◆ EvalSpaceBone

FBoneReference EvalSpaceBone

Optional other bone space to use when reading SourceBone transform. If not specified, the local space of SourceBone will be used. (ie relative to parent bone).

◆ InternalTimeAccumulator

float32 InternalTimeAccumulator

Accumulated time used to reference the asset in this node.

◆ 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.

◆ OnlyDriveBones

TArray<FBoneReference> OnlyDriveBones

List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modified.

◆ PoseAsset

UPoseAsset PoseAsset

The animation sequence asset to evaluate.

◆ PoseTargets

TArray<FPoseDriverTarget> PoseTargets

Targets used to compare with current pose and drive morphs/poses.

◆ RBFParams

FRBFParams RBFParams

Parameters used by RBF solver.

◆ SourceBones

TArray<FBoneReference> SourceBones

Bone to use for driving parameters based on its orientation.

◆ SourcePose

FPoseLink SourcePose

Bones to use for driving parameters based on their transform.