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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_SplineIK & | opAssign (FAnimNode_SplineIK Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| FName | AlphaCurveName |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| EAnimAlphaInputType | AlphaInputType |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FInputScaleBias | AlphaScaleBias |
| bool | bAlphaBoolEnabled |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
Parameters | |
| ESplineBoneAxis | BoneAxis |
| Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve. | |
| TArray< FTransform > | ControlPoints |
| Transforms applied to spline points *. | |
| float32 | Offset |
| The distance along the spline from the start from which bones are constrained. | |
| float32 | Roll |
| Overall roll of the spline, applied on top of other rotations along the direction of the spline. | |
| bool | bAutoCalculateSpline |
| The number of points in the spline if we are specifying it directly. | |
| float32 | TwistStart |
| The twist of the start bone. Twist is interpolated along the spline according to Twist Blend. | |
| float32 | TwistEnd |
| The twist of the end bone. Twist is interpolated along the spline according to Twist Blend. | |
| int | PointCount |
| The number of points in the spline if we are not auto-calculating. | |
| FBoneReference | EndBone |
| Name of bone at the end of the spline chain. Bones after this will not be altered by the controller. | |
| FBoneReference | StartBone |
| Name of root bone from which the spline extends *. | |
| FAlphaBlend | TwistBlend |
| How to interpolate twist along the length of the spline. | |
| float32 | Stretch |
| The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline. | |
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. | |
| FAnimNode_SplineIK & opAssign | ( | FAnimNode_SplineIK | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bAutoCalculateSpline |
The number of points in the spline if we are specifying it directly.
| ESplineBoneAxis BoneAxis |
Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.
| FComponentSpacePoseLink ComponentPose |
Input link.
| TArray<FTransform> ControlPoints |
Transforms applied to spline points *.
| FBoneReference EndBone |
Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.
| 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 Offset |
The distance along the spline from the start from which bones are constrained.
| int PointCount |
The number of points in the spline if we are not auto-calculating.
| float32 Roll |
Overall roll of the spline, applied on top of other rotations along the direction of the spline.
| FBoneReference StartBone |
Name of root bone from which the spline extends *.
| float32 Stretch |
The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline.
| FAlphaBlend TwistBlend |
How to interpolate twist along the length of the spline.
| float32 TwistEnd |
The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.
| float32 TwistStart |
The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.