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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_QuadPedAdjustments & | opAssign (FAnimNode_QuadPedAdjustments Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FName | AlphaCurveName |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| bool | bAlphaBoolEnabled |
| FInputScaleBias | AlphaScaleBias |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| EAnimAlphaInputType | AlphaInputType |
Blend | |
| float32 | InterpSpeed |
| how fast we adjust to the ground!!! | |
| float32 | BlendWeight |
| Blend weight 0-1. | |
Bones | |
| FBoneReference | PelvisBone |
| The pelvis bone. | |
Fix | |
| FRotator | AdditionalRotator |
Ground | |
| FVector | GroundNormal |
| Ground normal. | |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
Pelvis Rotational Motion | |
| bool | bShouldCopyMotion |
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. | |
| 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_QuadPedAdjustments & opAssign | ( | FAnimNode_QuadPedAdjustments | Other | ) |
| FRotator AdditionalRotator |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| float32 BlendWeight |
Blend weight 0-1.
| bool bShouldCopyMotion |
| FComponentSpacePoseLink ComponentPose |
Input link.
| FVector GroundNormal |
Ground normal.
| float32 InterpSpeed |
how fast we adjust to the ground!!!
| 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.
| FBoneReference PelvisBone |
The pelvis bone.