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

Trail Controller. More...

Public Member Functions

Functions
void SetbActorSpaceFakeVel (bool Value)
 Whether 'fake' velocity should be applied in actor or world space.
void SetbInvertChainBoneAxis (bool Value)
 Invert the direction specified in ChainBoneAxis.
void SetbLimitStretch (bool Value)
 Limit the amount that a bone can stretch from its ref-pose length.
void SetbLimitRotation (bool Value)
 Limit the amount that a bone can stretch from its ref-pose length.
void SetbUsePlanarLimit (bool Value)
 Whether to evaluate planar limits.
FAnimNode_Trail & opAssign (FAnimNode_Trail Other)
void SetbReorientParentToChild (bool Value)
 Fix up rotation to face child for the parent.
void SetbEnableDebug (bool Value)
 Enable Debug in the PIE. This doesn't work in game.
void SetbShowBaseMotion (bool Value)
 Show Base Motion.
void SetbShowTrailLocation (bool Value)
 Show Trail Location *.
void SetbShowLimit (bool Value)
 Show Planar Limits *.
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
float32 Alpha
 Current strength of the skeletal control.
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
bool bAlphaBoolEnabled
FInputScaleBias AlphaScaleBias
EAnimAlphaInputType AlphaInputType
FInputScaleBiasClamp AlphaScaleBiasClamp
Debug
float32 DebugLifeTime
 Debug Life Time.
Limit
TArray< FVector > RotationOffsets
TArray< FAnimPhysPlanarLimit > PlanarLimits
 List of available planar limits for this node.
TArray< FRotationLimit > RotationLimits
float32 MaxDeltaTime
 To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).
float32 StretchLimit
 If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
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.
Rotation
float32 LastBoneRotationAnimAlphaBlend
 How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated pose This alpha dictates the blend between parent joint and animated pose, and how much you'd like to use animated pose for.
Trail
FInputScaleBiasClamp RelaxationSpeedScaleInputProcessor
FBoneReference TrailBone
 Reference to the active bone in the hierarchy to modify.
FRuntimeFloatCurve TrailRelaxationSpeed
 How quickly we 'relax' the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.
float32 RelaxationSpeedScale
EAxis ChainBoneAxis
 Axis of the bones to point along trail.
int ChainLength
 Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
Velocity
FBoneReference BaseJoint
 Base Joint to calculate velocity from. If none, it will use Component's World Transform. .
FVector FakeVelocity
 'Fake' velocity applied to bones.
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

Trail Controller.

Member Function Documentation

◆ opAssign()

FAnimNode_Trail & opAssign ( FAnimNode_Trail Other)

◆ SetbActorSpaceFakeVel()

void SetbActorSpaceFakeVel ( bool Value)

Whether 'fake' velocity should be applied in actor or world space.

◆ SetbEnableDebug()

void SetbEnableDebug ( bool Value)

Enable Debug in the PIE. This doesn't work in game.

◆ SetbInvertChainBoneAxis()

void SetbInvertChainBoneAxis ( bool Value)

Invert the direction specified in ChainBoneAxis.

◆ SetbLimitRotation()

void SetbLimitRotation ( bool Value)

Limit the amount that a bone can stretch from its ref-pose length.

◆ SetbLimitStretch()

void SetbLimitStretch ( bool Value)

Limit the amount that a bone can stretch from its ref-pose length.

◆ SetbReorientParentToChild()

void SetbReorientParentToChild ( bool Value)

Fix up rotation to face child for the parent.

◆ SetbShowBaseMotion()

void SetbShowBaseMotion ( bool Value)

Show Base Motion.

◆ SetbShowLimit()

void SetbShowLimit ( bool Value)

Show Planar Limits *.

◆ SetbShowTrailLocation()

void SetbShowTrailLocation ( bool Value)

Show Trail Location *.

◆ SetbUsePlanarLimit()

void SetbUsePlanarLimit ( bool Value)

Whether to evaluate planar limits.

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

◆ BaseJoint

FBoneReference BaseJoint

Base Joint to calculate velocity from. If none, it will use Component's World Transform. .

◆ ChainBoneAxis

EAxis ChainBoneAxis

Axis of the bones to point along trail.

◆ ChainLength

int ChainLength

Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ DebugLifeTime

float32 DebugLifeTime

Debug Life Time.

◆ FakeVelocity

FVector FakeVelocity

'Fake' velocity applied to bones.

◆ LastBoneRotationAnimAlphaBlend

float32 LastBoneRotationAnimAlphaBlend

How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated pose This alpha dictates the blend between parent joint and animated pose, and how much you'd like to use animated pose for.

◆ 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.

◆ MaxDeltaTime

float32 MaxDeltaTime

To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).

◆ PlanarLimits

List of available planar limits for this node.

◆ RelaxationSpeedScale

float32 RelaxationSpeedScale

◆ RelaxationSpeedScaleInputProcessor

FInputScaleBiasClamp RelaxationSpeedScaleInputProcessor

◆ RotationLimits

TArray<FRotationLimit> RotationLimits

◆ RotationOffsets

TArray<FVector> RotationOffsets

◆ StretchLimit

float32 StretchLimit

If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

◆ TrailBone

FBoneReference TrailBone

Reference to the active bone in the hierarchy to modify.

◆ TrailRelaxationSpeed

FRuntimeFloatCurve TrailRelaxationSpeed

How quickly we 'relax' the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.