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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| bool | GetbAutoWeld () const |
| If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root. | |
| bool | GetbSimulatePhysics () const |
| If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. | |
| void | SetbSimulatePhysics (bool Value) |
| If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. | |
| void | SetbOverrideMass (bool Value) |
| If true, mass will not be automatically computed and you must set it directly. | |
| bool | GetbEnableGravity () const |
| If object should have the force of gravity applied. | |
| void | SetbEnableGravity (bool Value) |
| If object should have the force of gravity applied. | |
| bool | GetbUpdateKinematicFromSimulation () const |
| When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set. | |
| void | SetbUpdateKinematicFromSimulation (bool Value) |
| When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set. | |
| FBodyInstanceCore & | opAssign (FBodyInstanceCore Other) |
| void | SetbAutoWeld (bool Value) |
| If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root. | |
| bool | GetbStartAwake () const |
| If object should start awake, or if it should initially be sleeping. | |
| void | SetbStartAwake (bool Value) |
| If object should start awake, or if it should initially be sleeping. | |
| bool | GetbGenerateWakeEvents () const |
| Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. | |
| void | SetbGenerateWakeEvents (bool Value) |
| Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. | |
| bool | GetbUpdateMassWhenScaleChanges () const |
| If true, it will update mass when scale change *. | |
| void | SetbUpdateMassWhenScaleChanges (bool Value) |
| If true, it will update mass when scale change *. | |
Public Attributes | |
Variables | |
| bool | bEnableGravity |
| bool | bUpdateKinematicFromSimulation |
| bool | bAutoWeld |
| bool | bStartAwake |
| bool | bGenerateWakeEvents |
| bool | bUpdateMassWhenScaleChanges |
| bool | bSimulatePhysics |
| bool GetbAutoWeld | ( | ) | const |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
| bool GetbEnableGravity | ( | ) | const |
If object should have the force of gravity applied.
| bool GetbGenerateWakeEvents | ( | ) | const |
Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
| bool GetbSimulatePhysics | ( | ) | const |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
| bool GetbStartAwake | ( | ) | const |
If object should start awake, or if it should initially be sleeping.
| bool GetbUpdateKinematicFromSimulation | ( | ) | const |
When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
| bool GetbUpdateMassWhenScaleChanges | ( | ) | const |
If true, it will update mass when scale change *.
| FBodyInstanceCore & opAssign | ( | FBodyInstanceCore | Other | ) |
| void SetbAutoWeld | ( | bool | Value | ) |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
| void SetbEnableGravity | ( | bool | Value | ) |
If object should have the force of gravity applied.
| void SetbGenerateWakeEvents | ( | bool | Value | ) |
Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
| void SetbOverrideMass | ( | bool | Value | ) |
If true, mass will not be automatically computed and you must set it directly.
| void SetbSimulatePhysics | ( | bool | Value | ) |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
| void SetbStartAwake | ( | bool | Value | ) |
If object should start awake, or if it should initially be sleeping.
| void SetbUpdateKinematicFromSimulation | ( | bool | Value | ) |
When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
| void SetbUpdateMassWhenScaleChanges | ( | bool | Value | ) |
If true, it will update mass when scale change *.
| bool bAutoWeld |
| bool bEnableGravity |
| bool bGenerateWakeEvents |
| bool bSimulatePhysics |
| bool bStartAwake |
| bool bUpdateKinematicFromSimulation |
| bool bUpdateMassWhenScaleChanges |