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

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.

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

◆ bClampIKUsingFKLimits

bool bClampIKUsingFKLimits

Clamps the IK foot warping to prevent over-extension relative to the overall FK leg.

◆ bCompensateIKUsingFKThighRotation

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.

◆ bDebugDrawIKFootAdjustment

bool bDebugDrawIKFootAdjustment

Enable/Disable IK foot location debug drawing following initial foot adjustment.

◆ bDebugDrawIKFootFinal

bool bDebugDrawIKFootFinal

Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result).

◆ bDebugDrawIKFootOrigin

bool bDebugDrawIKFootOrigin

Enable/Disable IK foot location debug drawing prior to warping.

◆ bDebugDrawPelvisAdjustment

bool bDebugDrawPelvisAdjustment

Enable/Disable pelvis debug drawing following adjustment.

◆ bDebugDrawThighAdjustment

bool bDebugDrawThighAdjustment

Enable/Disable thigh debug drawing following adjustment.

◆ bDisableIfMissingRootMotion

bool bDisableIfMissingRootMotion

Do not execute stride warping if animation data has no root motion.

◆ bEnableDebugDraw

bool bEnableDebugDraw

Enable/Disable stride warping debug drawing.

◆ bOrientStrideDirectionUsingFloorNormal

bool bOrientStrideDirectionUsingFloorNormal

Orients the specified (Manual) or computed (Graph) stride direction by the floor normal.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ DebugDrawScale

float32 DebugDrawScale

Scale all debug drawing visualization by a factor.

◆ FloorNormalDirection

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>.

◆ FootDefinitions

Foot definitions specifying the IK, FK, and Thigh bone.

◆ GravityDirection

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>.

◆ IKFootRootBone

FBoneReference IKFootRootBone

IK Foot Root Bone definition.

◆ LocomotionSpeed

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

◆ 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.

◆ MinRootMotionSpeedThreshold

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.

◆ Mode

Stride warping evaluation mode (Graph or Manual).

◆ PelvisBone

FBoneReference PelvisBone

Pevlis Bone definition.

◆ PelvisIKFootSolver

FIKFootPelvisPullDownSolver PelvisIKFootSolver

Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension.

◆ StrideDirection

FVector StrideDirection

Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector.

◆ StrideScale

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.

◆ StrideScaleModifier

FInputClampConstants StrideScaleModifier

Modifies the final stride scale value by optionally clamping and/or interpolating.