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

Public Member Functions

Functions
FDailyRoutineSimulationMesh & opAssign (FDailyRoutineSimulationMesh Other)

Public Attributes

DailyRoutineSimulationMesh
FTransform CustomOffsetTransform
 Offset to apply to simulated character to compensate for other factors like flying height or mesh origin to being at character feet level (which is expected).
FGameplayTagContainer SelectIfHasAllOf
 This mesh will be selected if the requesting character has any of the given tags.
TSoftObjectPtr< USkeletalMesh > Mesh
 Mesh to show in simulation.
FTransform OffsetTransform
 Offset to apply to the given mesh for display. Meant to compensate the difference between Mesh and RootComponent of AIAgent Blueprints. Set this only from AIAgent BP! For additional offset use CustomOffsetTransform.
float32 SelectionPriority
 Only the mesh with the highest priority will be selected.
TSoftObjectPtr< UAnimSequence > WalkingAnimationLoop
 Animation to display while walking.
TSoftObjectPtr< UAnimSequence > IdleAnimationLoop
 Animation to display while idle.
TSoftObjectPtr< UAnimSequence > CollapsedAnimationLoop
 Animation to display while dead/defeated.
TMap< FName, FDailyRoutineSimulatedLightSource > SimulatedLightPresets

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ CollapsedAnimationLoop

TSoftObjectPtr<UAnimSequence> CollapsedAnimationLoop

Animation to display while dead/defeated.

◆ CustomOffsetTransform

FTransform CustomOffsetTransform

Offset to apply to simulated character to compensate for other factors like flying height or mesh origin to being at character feet level (which is expected).

◆ IdleAnimationLoop

TSoftObjectPtr<UAnimSequence> IdleAnimationLoop

Animation to display while idle.

◆ Mesh

Mesh to show in simulation.

◆ OffsetTransform

FTransform OffsetTransform

Offset to apply to the given mesh for display. Meant to compensate the difference between Mesh and RootComponent of AIAgent Blueprints. Set this only from AIAgent BP! For additional offset use CustomOffsetTransform.

◆ SelectIfHasAllOf

FGameplayTagContainer SelectIfHasAllOf

This mesh will be selected if the requesting character has any of the given tags.

◆ SelectionPriority

float32 SelectionPriority

Only the mesh with the highest priority will be selected.

◆ SimulatedLightPresets

◆ WalkingAnimationLoop

TSoftObjectPtr<UAnimSequence> WalkingAnimationLoop

Animation to display while walking.