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

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.

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

◆ bAutoCalculateSpline

bool bAutoCalculateSpline

The number of points in the spline if we are specifying it directly.

◆ BoneAxis

ESplineBoneAxis BoneAxis

Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ ControlPoints

TArray<FTransform> ControlPoints

Transforms applied to spline points *.

◆ EndBone

FBoneReference EndBone

Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.

◆ 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.

◆ Offset

float32 Offset

The distance along the spline from the start from which bones are constrained.

◆ PointCount

int PointCount

The number of points in the spline if we are not auto-calculating.

◆ Roll

float32 Roll

Overall roll of the spline, applied on top of other rotations along the direction of the spline.

◆ StartBone

FBoneReference StartBone

Name of root bone from which the spline extends *.

◆ Stretch

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.

◆ TwistBlend

FAlphaBlend TwistBlend

How to interpolate twist along the length of the spline.

◆ TwistEnd

float32 TwistEnd

The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

◆ TwistStart

float32 TwistStart

The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.