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

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.

Detailed Description

add procedural delta to the root motion attribute

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

◆ AnimatedTargetTime

float32 AnimatedTargetTime

The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation.

◆ bAlphaBoolEnabled

bool bAlphaBoolEnabled

◆ bEnableTargetSmoothing

bool bEnableTargetSmoothing

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ CurrentAnimAsset

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.

◆ CurrentAnimAssetTime

float32 CurrentAnimAssetTime

Current playback time in seconds of the CurrentAnimAsset.

◆ DisableSteeringBelowSpeed

float32 DisableSteeringBelowSpeed

below this movement speed (based on the root motion in the animation) disable steering

◆ 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.

◆ ProceduralTargetTime

float32 ProceduralTargetTime

The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotation.

◆ RootMotionThreshold

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.

◆ SmoothTargetDamping

float32 SmoothTargetDamping

◆ SmoothTargetStiffness

float32 SmoothTargetStiffness

◆ TargetOrientation

FQuat TargetOrientation

The Orientation to steer towards.

◆ TargetTime

float32 TargetTime

Deprected old/unused parameter, to avoid breaking data.