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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FAnimNode_StrideWarping & | opAssign (FAnimNode_StrideWarping Other) |
| Public Member Functions inherited from FAnimNode_SkeletalControlBase | |
| FAnimNode_SkeletalControlBase & | opAssign (FAnimNode_SkeletalControlBase Other) |
Public Attributes | |
Advanced | |
| bool | bCompensateIKUsingFKThighRotation |
| Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape. | |
| bool | bOrientStrideDirectionUsingFloorNormal |
| Orients the specified (Manual) or computed (Graph) stride direction by the floor normal. | |
| bool | bClampIKUsingFKLimits |
| Clamps the IK foot warping to prevent over-extension relative to the overall FK leg. | |
| bool | bDisableIfMissingRootMotion |
| Do not execute stride warping if animation data has no root motion. | |
| FIKFootPelvisPullDownSolver | PelvisIKFootSolver |
| Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension. | |
| FWarpingVectorValue | FloorNormalDirection |
| Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>. | |
| FWarpingVectorValue | GravityDirection |
| Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>. | |
Alpha | |
| FInputScaleBiasClamp | AlphaScaleBiasClamp |
| FName | AlphaCurveName |
| FInputScaleBias | AlphaScaleBias |
| float32 | Alpha |
| Current strength of the skeletal control. | |
| FInputAlphaBoolBlend | AlphaBoolBlend |
| bool | bAlphaBoolEnabled |
| EAnimAlphaInputType | AlphaInputType |
Debug | |
| float32 | DebugDrawScale |
| Scale all debug drawing visualization by a factor. | |
| bool | bDebugDrawPelvisAdjustment |
| Enable/Disable pelvis debug drawing following adjustment. | |
| bool | bDebugDrawThighAdjustment |
| Enable/Disable thigh debug drawing following adjustment. | |
| bool | bEnableDebugDraw |
| Enable/Disable stride warping debug drawing. | |
| bool | bDebugDrawIKFootOrigin |
| Enable/Disable IK foot location debug drawing prior to warping. | |
| bool | bDebugDrawIKFootAdjustment |
| Enable/Disable IK foot location debug drawing following initial foot adjustment. | |
| bool | bDebugDrawIKFootFinal |
| Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result). | |
Evaluation | |
| EWarpingEvaluationMode | Mode |
| Stride warping evaluation mode (Graph or Manual). | |
| FVector | StrideDirection |
| Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector. | |
| float32 | StrideScale |
| Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it. | |
| float32 | LocomotionSpeed |
| Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph. | |
| float32 | MinRootMotionSpeedThreshold |
| Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it's recommended to enable interpolation in StrideScaleModifier. | |
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. | |
Settings | |
| TArray< FStrideWarpingFootDefinition > | FootDefinitions |
| Foot definitions specifying the IK, FK, and Thigh bone. | |
| FBoneReference | IKFootRootBone |
| IK Foot Root Bone definition. | |
| FInputClampConstants | StrideScaleModifier |
| Modifies the final stride scale value by optionally clamping and/or interpolating. | |
| FBoneReference | PelvisBone |
| Pevlis Bone definition. | |
| 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_StrideWarping & opAssign | ( | FAnimNode_StrideWarping | Other | ) |
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| bool bClampIKUsingFKLimits |
Clamps the IK foot warping to prevent over-extension relative to the overall FK leg.
| bool bCompensateIKUsingFKThighRotation |
Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape.
| bool bDebugDrawIKFootAdjustment |
Enable/Disable IK foot location debug drawing following initial foot adjustment.
| bool bDebugDrawIKFootFinal |
Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result).
| bool bDebugDrawIKFootOrigin |
Enable/Disable IK foot location debug drawing prior to warping.
| bool bDebugDrawPelvisAdjustment |
Enable/Disable pelvis debug drawing following adjustment.
| bool bDebugDrawThighAdjustment |
Enable/Disable thigh debug drawing following adjustment.
| bool bDisableIfMissingRootMotion |
Do not execute stride warping if animation data has no root motion.
| bool bEnableDebugDraw |
Enable/Disable stride warping debug drawing.
| bool bOrientStrideDirectionUsingFloorNormal |
Orients the specified (Manual) or computed (Graph) stride direction by the floor normal.
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 DebugDrawScale |
Scale all debug drawing visualization by a factor.
| FWarpingVectorValue FloorNormalDirection |
Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>.
| TArray<FStrideWarpingFootDefinition> FootDefinitions |
Foot definitions specifying the IK, FK, and Thigh bone.
| FWarpingVectorValue GravityDirection |
Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>.
| FBoneReference IKFootRootBone |
IK Foot Root Bone definition.
| float32 LocomotionSpeed |
Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph.
Stride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it
| 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 MinRootMotionSpeedThreshold |
Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it's recommended to enable interpolation in StrideScaleModifier.
Stride warping evaluation mode (Graph or Manual).
| FBoneReference PelvisBone |
Pevlis Bone definition.
| FIKFootPelvisPullDownSolver PelvisIKFootSolver |
Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension.
| FVector StrideDirection |
Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector.
| float32 StrideScale |
Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it.
| FInputClampConstants StrideScaleModifier |
Modifies the final stride scale value by optionally clamping and/or interpolating.