G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
FAnimNode_RotationMultiplier Struct Reference

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.

Detailed Description

Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ 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

◆ bIsAdditive

bool bIsAdditive

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ 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.

◆ 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.

◆ RotationAxisToRefer

EBoneAxis RotationAxisToRefer

◆ SourceBone

FBoneReference SourceBone

Source to get transform from.

◆ TargetBone

FBoneReference TargetBone

Name of bone to control. This is the main bone chain to modify from.