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

State machine node. More...

Public Member Functions

Functions
FAnimNode_StateMachine & opAssign (FAnimNode_StateMachine Other)

Public Attributes

Settings
int MaxTransitionsRequests
 The maximum number of transition requests that can be buffered at any time. The oldest transition requests are dropped to accommodate for newly created requests.
bool bSkipFirstUpdateTransition
 When the state machine becomes relevant, it is initialized into the Entry state. It then tries to take any valid transitions to possibly end up in a different state on that same frame.
bool bReinitializeOnBecomingRelevant
 Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s).
bool bCreateNotifyMetaData
 Tag Notifies with meta data such as the active state and mirroring state. Producing this data has a slight performance cost.
bool bAllowConduitEntryStates
 Allows a conduit to be used as this state machine's entry state If a valid entry state cannot be found at runtime then this will generate a reference pose!
int MaxTransitionsPerFrame
 The maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame.

Detailed Description

State machine node.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bAllowConduitEntryStates

bool bAllowConduitEntryStates

Allows a conduit to be used as this state machine's entry state If a valid entry state cannot be found at runtime then this will generate a reference pose!

◆ bCreateNotifyMetaData

bool bCreateNotifyMetaData

Tag Notifies with meta data such as the active state and mirroring state. Producing this data has a slight performance cost.

◆ bReinitializeOnBecomingRelevant

bool bReinitializeOnBecomingRelevant

Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s).

◆ bSkipFirstUpdateTransition

bool bSkipFirstUpdateTransition

When the state machine becomes relevant, it is initialized into the Entry state. It then tries to take any valid transitions to possibly end up in a different state on that same frame.

  • if true, that new state starts full weight.
  • if false, a blend is created between the entry state and that new state. In either case all visited State notifications (Begin/End) will be triggered.

◆ MaxTransitionsPerFrame

int MaxTransitionsPerFrame

The maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame.

◆ MaxTransitionsRequests

int MaxTransitionsRequests

The maximum number of transition requests that can be buffered at any time. The oldest transition requests are dropped to accommodate for newly created requests.