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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone. More...
Public Member Functions | |
Functions | |
| FAnimNode_RotationMultiplier & | opAssign (FAnimNode_RotationMultiplier Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| EAnimAlphaInputType | AlphaInputType |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FName | AlphaCurveName |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| bool | bAlphaBoolEnabled |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| FInputScaleBias | AlphaScaleBias |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
Multiplier | |
| float32 | Multiplier |
| To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default. | |
| bool | bIsAdditive |
| EBoneAxis | RotationAxisToRefer |
| FBoneReference | SourceBone |
| Source to get transform from. | |
| FBoneReference | TargetBone |
| Name of bone to control. This is the main bone chain to modify from. | |
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. | |
Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.
| FAnimNode_RotationMultiplier & opAssign | ( | FAnimNode_RotationMultiplier | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bIsAdditive |
| 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.
| float32 Multiplier |
To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default.
| EBoneAxis RotationAxisToRefer |
| FBoneReference SourceBone |
Source to get transform from.
| FBoneReference TargetBone |
Name of bone to control. This is the main bone chain to modify from.