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

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ AdditionalRotator

FRotator AdditionalRotator

◆ 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

◆ BlendWeight

float32 BlendWeight

Blend weight 0-1.

◆ bShouldCopyMotion

bool bShouldCopyMotion

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ GroundNormal

FVector GroundNormal

Ground normal.

◆ InterpSpeed

float32 InterpSpeed

how fast we adjust to the ground!!!

◆ 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.

◆ PelvisBone

FBoneReference PelvisBone

The pelvis bone.