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

Sequence evaluator node that can be used with constant folding. More...

Public Member Functions

Functions
FAnimNode_SequenceEvaluator & opAssign (FAnimNode_SequenceEvaluator Other)
Public Member Functions inherited from FAnimNode_SequenceEvaluatorBase
FAnimNode_SequenceEvaluatorBase & opAssign (FAnimNode_SequenceEvaluatorBase Other)
Public Member Functions inherited from FAnimNode_AssetPlayerBase
FAnimNode_AssetPlayerBase & opAssign (FAnimNode_AssetPlayerBase Other)
Public Member Functions inherited from FAnimNode_AssetPlayerRelevancyBase
FAnimNode_AssetPlayerRelevancyBase & opAssign (FAnimNode_AssetPlayerRelevancyBase Other)

Public Attributes

DoNotEdit
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.
Relevancy
bool bIgnoreForRelevancyTest
 If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.
Settings
int ExplicitFrame
 The frame at which to evaluate the associated sequence.
UAnimSequenceBase Sequence
 The animation sequence asset to evaluate.
float32 ExplicitTime
 The time at which to evaluate the associated sequence.
bool bUseExplicitFrame
 Whether to use ExplicitFrame (true) or ExplicitTime (false) when evaluating the associated sequence.
bool bShouldLoop
 This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup.
bool bTeleportToExplicitTime
 If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.
ESequenceEvalReinit ReinitializationBehavior
 What to do when SequenceEvaluator is reinitialized.
float32 StartPosition
 The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.
Sync
EAnimSyncMethod Method
 How this node will synchronize with other animations.
EAnimGroupRole GroupRole
 The role this node can assume within the group (ignored if GroupName is not set).
FName GroupName
 The group name that we synchronize with (NAME_None if it is not part of any group).
Public Attributes inherited from FAnimNode_SequenceEvaluatorBase
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.
Public Attributes inherited from FAnimNode_AssetPlayerBase
float32 InternalTimeAccumulator
 Accumulated time used to reference the asset in this node.
float32 BlendWeight
 Last encountered blendweight for this node.

Detailed Description

Sequence evaluator node that can be used with constant folding.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bIgnoreForRelevancyTest

bool bIgnoreForRelevancyTest

If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.

◆ BlendWeight

float32 BlendWeight

Last encountered blendweight for this node.

◆ bShouldLoop

bool bShouldLoop

This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup.

◆ bTeleportToExplicitTime

bool bTeleportToExplicitTime

If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.

◆ bUseExplicitFrame

bool bUseExplicitFrame

Whether to use ExplicitFrame (true) or ExplicitTime (false) when evaluating the associated sequence.

◆ ExplicitFrame

int ExplicitFrame

The frame at which to evaluate the associated sequence.

◆ ExplicitTime

float32 ExplicitTime

The time at which to evaluate the associated sequence.

◆ GroupName

FName GroupName

The group name that we synchronize with (NAME_None if it is not part of any group).

◆ GroupRole

EAnimGroupRole GroupRole

The role this node can assume within the group (ignored if GroupName is not set).

◆ InternalTimeAccumulator

float32 InternalTimeAccumulator

Accumulated time used to reference the asset in this node.

◆ Method

How this node will synchronize with other animations.

◆ ReinitializationBehavior

ESequenceEvalReinit ReinitializationBehavior

What to do when SequenceEvaluator is reinitialized.

◆ Sequence

The animation sequence asset to evaluate.

◆ StartPosition

float32 StartPosition

The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.