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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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add procedural delta to the root motion attribute More...
Public Member Functions | |
Functions | |
| FAnimNode_Steering & | opAssign (FAnimNode_Steering Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Alpha | |
| EAnimAlphaInputType | AlphaInputType |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FName | AlphaCurveName |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| bool | bAlphaBoolEnabled |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputScaleBias | AlphaScaleBias |
Evaluation | |
| float32 | DisableSteeringBelowSpeed |
| below this movement speed (based on the root motion in the animation) disable steering | |
| UAnimationAsset | CurrentAnimAsset |
| Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation. | |
| FQuat | TargetOrientation |
| The Orientation to steer towards. | |
| float32 | TargetTime |
| Deprected old/unused parameter, to avoid breaking data. | |
| float32 | ProceduralTargetTime |
| The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotation. | |
| float32 | AnimatedTargetTime |
| The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation. | |
| float32 | RootMotionThreshold |
| If less than this number of degrees of rotation is found over TargetTime seconds in the CurrentAnimAsset, then rotation will be added linearly to reach the TargetOrientation Otherwise the root motion will be scaled to reach the TargetOrientation over TargetTime seconds. | |
| float32 | CurrentAnimAssetTime |
| Current playback time in seconds of the CurrentAnimAsset. | |
Filtering | |
| float32 | SmoothTargetStiffness |
| float32 | SmoothTargetDamping |
| bool | bEnableTargetSmoothing |
Links | |
| FComponentSpacePoseLink | ComponentPose |
| Input link. | |
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. | |
add procedural delta to the root motion attribute
| FAnimNode_Steering & opAssign | ( | FAnimNode_Steering | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| float32 AnimatedTargetTime |
The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation.
| bool bAlphaBoolEnabled |
| bool bEnableTargetSmoothing |
| FComponentSpacePoseLink ComponentPose |
Input link.
| UAnimationAsset CurrentAnimAsset |
Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation.
| float32 CurrentAnimAssetTime |
Current playback time in seconds of the CurrentAnimAsset.
| float32 DisableSteeringBelowSpeed |
below this movement speed (based on the root motion in the animation) disable steering
| 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 ProceduralTargetTime |
The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotation.
| float32 RootMotionThreshold |
If less than this number of degrees of rotation is found over TargetTime seconds in the CurrentAnimAsset, then rotation will be added linearly to reach the TargetOrientation Otherwise the root motion will be scaled to reach the TargetOrientation over TargetTime seconds.
| float32 SmoothTargetDamping |
| float32 SmoothTargetStiffness |
| FQuat TargetOrientation |
The Orientation to steer towards.
| float32 TargetTime |
Deprected old/unused parameter, to avoid breaking data.