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

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

Public Member Functions

Functions
FAnimNode_SequencePlayer & opAssign (FAnimNode_SequencePlayer Other)
Public Member Functions inherited from FAnimNode_SequencePlayerBase
FAnimNode_SequencePlayerBase & opAssign (FAnimNode_SequencePlayerBase 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.
PoseMatching
bool bStartFromMatchingPose
 Use pose matching to choose the start position. Requires experimental PoseSearch plugin.
Relevancy
bool bIgnoreForRelevancyTest
 If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.
Settings
float32 PlayRateBasis
 The Basis in which the PlayRate is expressed in. This is used to rescale PlayRate inputs. For example a Basis of 100 means that the PlayRate input will be divided by 100.
UAnimSequenceBase Sequence
 The animation sequence asset to play.
float32 PlayRate
 The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
FInputScaleBiasClampConstants PlayRateScaleBiasClampConstants
 Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.
float32 StartPosition
 The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.
bool bLoopAnimation
 Should the animation loop back to the start when it reaches the end?
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_SequencePlayerBase
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 player 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.

◆ bLoopAnimation

bool bLoopAnimation

Should the animation loop back to the start when it reaches the end?

◆ bStartFromMatchingPose

bool bStartFromMatchingPose

Use pose matching to choose the start position. Requires experimental PoseSearch plugin.

◆ 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.

◆ PlayRate

float32 PlayRate

The play rate multiplier. Can be negative, which will cause the animation to play in reverse.

◆ PlayRateBasis

float32 PlayRateBasis

The Basis in which the PlayRate is expressed in. This is used to rescale PlayRate inputs. For example a Basis of 100 means that the PlayRate input will be divided by 100.

◆ PlayRateScaleBiasClampConstants

FInputScaleBiasClampConstants PlayRateScaleBiasClampConstants

Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.

◆ Sequence

The animation sequence asset to play.

◆ StartPosition

float32 StartPosition

The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.