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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| FDailyRoutineSimulationMesh & opAssign | ( | FDailyRoutineSimulationMesh | Other | ) |
| TSoftObjectPtr<UAnimSequence> CollapsedAnimationLoop |
Animation to display while dead/defeated.
| 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).
| TSoftObjectPtr<UAnimSequence> IdleAnimationLoop |
Animation to display while idle.
| 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.
| FGameplayTagContainer SelectIfHasAllOf |
This mesh will be selected if the requesting character has any of the given tags.
| float32 SelectionPriority |
Only the mesh with the highest priority will be selected.
| TMap<FName,FDailyRoutineSimulatedLightSource> SimulatedLightPresets |
| TSoftObjectPtr<UAnimSequence> WalkingAnimationLoop |
Animation to display while walking.