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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Trail Controller.
| FAnimNode_Trail & opAssign | ( | FAnimNode_Trail | Other | ) |
| void SetbActorSpaceFakeVel | ( | bool | Value | ) |
Whether 'fake' velocity should be applied in actor or world space.
| void SetbEnableDebug | ( | bool | Value | ) |
Enable Debug in the PIE. This doesn't work in game.
| void SetbInvertChainBoneAxis | ( | bool | Value | ) |
Invert the direction specified in ChainBoneAxis.
| void SetbLimitRotation | ( | bool | Value | ) |
Limit the amount that a bone can stretch from its ref-pose length.
| void SetbLimitStretch | ( | bool | Value | ) |
Limit the amount that a bone can stretch from its ref-pose length.
| void SetbReorientParentToChild | ( | bool | Value | ) |
Fix up rotation to face child for the parent.
| void SetbShowBaseMotion | ( | bool | Value | ) |
Show Base Motion.
| void SetbShowLimit | ( | bool | Value | ) |
Show Planar Limits *.
| void SetbShowTrailLocation | ( | bool | Value | ) |
Show Trail Location *.
| void SetbUsePlanarLimit | ( | bool | Value | ) |
Whether to evaluate planar limits.
| float32 Alpha |
Current strength of the skeletal control.
| FInputAlphaBoolBlend AlphaBoolBlend |
| FName AlphaCurveName |
| EAnimAlphaInputType AlphaInputType |
| FInputScaleBias AlphaScaleBias |
| FInputScaleBiasClamp AlphaScaleBiasClamp |
| bool bAlphaBoolEnabled |
| FBoneReference BaseJoint |
Base Joint to calculate velocity from. If none, it will use Component's World Transform. .
| 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.
| FComponentSpacePoseLink ComponentPose |
Input link.
| float32 DebugLifeTime |
Debug Life Time.
| FVector FakeVelocity |
'Fake' velocity applied to bones.
| 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.
| 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 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 ).
| TArray<FAnimPhysPlanarLimit> PlanarLimits |
List of available planar limits for this node.
| float32 RelaxationSpeedScale |
| FInputScaleBiasClamp RelaxationSpeedScaleInputProcessor |
| TArray<FRotationLimit> RotationLimits |
| float32 StretchLimit |
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
| 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.