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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Controller that simulates physics based on the physics asset of the skeletal mesh component. More...
Public Member Functions | |
Functions | |
| void | SetbEnableWorldGeometry (bool Value) |
| void | SetbOverrideWorldGravity (bool Value) |
| void | SetbTransferBoneVelocities (bool Value) |
| When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless. | |
| void | SetbFreezeIncomingPoseOnStart (bool Value) |
| When simulation starts, freeze incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents non simulated bones from animating. | |
| void | SetbClampLinearTranslationLimitToRefPose (bool Value) |
| Correct for linear tearing on bodies with all axes Locked. This only works if all axes linear translation are locked. | |
| FAnimNode_RigidBody & | opAssign (FAnimNode_RigidBody Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FName | AlphaCurveName |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| bool | bAlphaBoolEnabled |
| EAnimAlphaInputType | AlphaInputType |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputScaleBias | AlphaScaleBias |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
Performance | |
| bool | bUseLocalLODThresholdOnly |
| Enable if you want to ignore the p.RigidBodyLODThreshold CVAR and force the node to solely use the LOD threshold. | |
| 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 | |
| FBoneReference | BaseBoneRef |
| Matters if SimulationSpace is BaseBone. | |
| ECollisionChannel | OverlapChannel |
| The channel we use to find static geometry to collide with. | |
| FVector | ComponentLinearVelScale |
| When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity. | |
| bool | bDefaultToSkeletalMeshPhysicsAsset |
| Use the skeletal mesh physics asset as default in case set to True. The Override Physics Asset will always have priority over this. | |
| FVector | ComponentAppliedLinearAccClamp |
| When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large. | |
| FVector | ExternalForce |
| Applies a uniform external force in world space. This allows for easily faking inertia of movement while still simulating in component space for example. | |
| bool | bUseExternalClothCollision |
| If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object. | |
| float32 | WorldSpaceMinimumScale |
| For world-space simulations, if the magnitude of the component's 3D scale is less than WorldSpaceMinimumScale, do not update the node. | |
| FSimSpaceSettings | SimSpaceSettings |
| Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way. This system is a superset of the functionality provided by ComponentLinearAccScale, ComponentLinearVelScale, and ComponentAppliedLinearAccClamp. In general you should not have both systems enabled. | |
| float32 | EvaluationResetTime |
| If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation. Set to 0 to disable time-based reset. | |
| ESimulationTiming | SimulationTiming |
| Whether the physics simulation runs synchronously with the node's evaluation or is run in the background until the next frame. | |
| float32 | CachedBoundsScale |
| Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bounds). | |
| FVector | ComponentLinearAccScale |
| When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation. | |
| FVector | OverrideWorldGravity |
| Override gravity. | |
| ESimulationSpace | SimulationSpace |
| What space to simulate the bodies in. This affects how velocities are generated. | |
| UPhysicsAsset | OverridePhysicsAsset |
| Physics asset to use. If empty use the skeletal mesh's default physics asset in case Default To Skeletal Mesh Physics Asset is set to True. | |
| bool | bForceDisableCollisionBetweenConstraintBodies |
| Whether to allow collisions between two bodies joined by a constraint. | |
| 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. | |
Controller that simulates physics based on the physics asset of the skeletal mesh component.
| FAnimNode_RigidBody & opAssign | ( | FAnimNode_RigidBody | Other | ) |
| void SetbClampLinearTranslationLimitToRefPose | ( | bool | Value | ) |
Correct for linear tearing on bodies with all axes Locked. This only works if all axes linear translation are locked.
| void SetbEnableWorldGeometry | ( | bool | Value | ) |
| void SetbFreezeIncomingPoseOnStart | ( | bool | Value | ) |
When simulation starts, freeze incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents non simulated bones from animating.
| void SetbOverrideWorldGravity | ( | bool | Value | ) |
| void SetbTransferBoneVelocities | ( | bool | Value | ) |
When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FBoneReference BaseBoneRef |
Matters if SimulationSpace is BaseBone.
| bool bDefaultToSkeletalMeshPhysicsAsset |
Use the skeletal mesh physics asset as default in case set to True. The Override Physics Asset will always have priority over this.
| bool bForceDisableCollisionBetweenConstraintBodies |
Whether to allow collisions between two bodies joined by a constraint.
| bool bUseExternalClothCollision |
If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object.
| bool bUseLocalLODThresholdOnly |
Enable if you want to ignore the p.RigidBodyLODThreshold CVAR and force the node to solely use the LOD threshold.
| float32 CachedBoundsScale |
Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bounds).
| FVector ComponentAppliedLinearAccClamp |
When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.
| FVector ComponentLinearAccScale |
When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.
| FVector ComponentLinearVelScale |
When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity.
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 EvaluationResetTime |
If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation. Set to 0 to disable time-based reset.
| FVector ExternalForce |
Applies a uniform external force in world space. This allows for easily faking inertia of movement while still simulating in component space for example.
| 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.
| ECollisionChannel OverlapChannel |
The channel we use to find static geometry to collide with.
| UPhysicsAsset OverridePhysicsAsset |
Physics asset to use. If empty use the skeletal mesh's default physics asset in case Default To Skeletal Mesh Physics Asset is set to True.
| FVector OverrideWorldGravity |
Override gravity.
| FSimSpaceSettings SimSpaceSettings |
Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way. This system is a superset of the functionality provided by ComponentLinearAccScale, ComponentLinearVelScale, and ComponentAppliedLinearAccClamp. In general you should not have both systems enabled.
| ESimulationSpace SimulationSpace |
What space to simulate the bodies in. This affects how velocities are generated.
| ESimulationTiming SimulationTiming |
Whether the physics simulation runs synchronously with the node's evaluation or is run in the background until the next frame.
| float32 WorldSpaceMinimumScale |
For world-space simulations, if the magnitude of the component's 3D scale is less than WorldSpaceMinimumScale, do not update the node.