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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input. More...
Public Member Functions | |
Functions | |
| FAnimNode_Slot & | opAssign (FAnimNode_Slot Other) |
Public Attributes | |
Links | |
| FPoseLink | Source |
| The source input, passed thru to the output unless a montage or slot animation is currently playing. | |
Settings | |
| bool | bAlwaysUpdateSourcePose |
| Whether we should continue to update the source pose regardless of whether it would be used. | |
| FName | SlotName |
| The name of this slot, exposed to gameplay code, etc... | |
An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.
| FAnimNode_Slot & opAssign | ( | FAnimNode_Slot | Other | ) |
| bool bAlwaysUpdateSourcePose |
Whether we should continue to update the source pose regardless of whether it would be used.
| FName SlotName |
The name of this slot, exposed to gameplay code, etc...
| FPoseLink Source |
The source input, passed thru to the output unless a montage or slot animation is currently playing.