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

Represents a simple transition of an interaction montage as used in UAbilityTask_InteractionSpot_Montage. More...

Public Member Functions

Functions
FInteractionAnimTransition & opAssign (FInteractionAnimTransition Other)

Public Attributes

InteractionAnimTransition
float32 Probability
 If this is chosen to be executed, drop the transition if this number is less than a random roll of 0..1.
TSoftObjectPtr< UAnimMontage > FromMontage
 Montage to transition from. Leave empty to use the main montage.
FName ToSection
 What the next section of FromSection should be replaced with.
TSoftObjectPtr< UAnimMontage > ToMontage
 Montage to transition to. Leave empty to use the main montage.
bool bSeamless
 When staying inside the same montage, we may just replace the next section instead of doing a blend.
bool bReturnToMainLoopAfterEnd
 In case we switched to a different montage and that ended, do we return to the main montages Loop section (true), or do we end the interaction (false)?
bool bAutoTransitionForPlayer
 If true, a player-character doing this interaction will be able to use this transition. Otherwise, only AI controlled characters will use it.
bool bIgnoreCooldowns
 If true, cooldowns or other transitions setting up a blocking-time will not affect this transition.
float32 CooldownSeconds
 How long this transition needs to cool down until it can be used again. This makes sure the same transitions aren't played over and over.
float32 CooldownAfterAnyTransition
 How long this transition should wait before being applicable after any transition.
float32 BlockOtherTransitionsForSeconds
 After taking this transition, all other transitions are blocked by the set amount of seconds.
FName FromSection
 Section to start at. (Usually Loop).
float32 Weight
 Increase this to have this transition be chosen more often than others.
FGameplayTagContainer ActionTags
 Container with actions tags able to trigger this transition.
FGameplayTagContainer RequireCharacterHasAnyOf
 Container with Tags the character needs to have for this transition to be applicable. (e.g. State.* tags).
FGameplayTagContainer RequireCharacterHasNoneOf
 Container with Tags the character must NOT have for this transition to be applicable. (e.g. State.* tags).
FInteractionAnimTransitionActivated OnTransition
 Called when this transition has been activated.
FInteractionAnimTransitionCondition Condition
 Return false here, if you want this transition to be blocked via a custom condition.
FText DisplayText
 Text shown to the player when this transition is available.
EInteractionInputKind TransitionKind
 Kind of animation this transition represents.
float32 OverrideBlendInTime
 Only used if this transitions to a new montage. Overrides the BlendIn time if >= 0.
float32 BlendOutDurationMultiplier
 Multiplier for blend out duration.

Detailed Description

Represents a simple transition of an interaction montage as used in UAbilityTask_InteractionSpot_Montage.

It defines the transition as FromSection and ToSection. Whenever a transition is to be activated, it either blends between two different montages, or - on a seamless transition - the next section that FromSection (usually Loop) would play is replaced with whatever is written inside ToSection. That way, the Loop-section does not loop, but plays the given ToSection instead.

Additionally, it allows to configure various cooldown times for this specific transition and others.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ ActionTags

Container with actions tags able to trigger this transition.

◆ bAutoTransitionForPlayer

bool bAutoTransitionForPlayer

If true, a player-character doing this interaction will be able to use this transition. Otherwise, only AI controlled characters will use it.

◆ bIgnoreCooldowns

bool bIgnoreCooldowns

If true, cooldowns or other transitions setting up a blocking-time will not affect this transition.

◆ BlendOutDurationMultiplier

float32 BlendOutDurationMultiplier

Multiplier for blend out duration.

◆ BlockOtherTransitionsForSeconds

float32 BlockOtherTransitionsForSeconds

After taking this transition, all other transitions are blocked by the set amount of seconds.

◆ bReturnToMainLoopAfterEnd

bool bReturnToMainLoopAfterEnd

In case we switched to a different montage and that ended, do we return to the main montages Loop section (true), or do we end the interaction (false)?

@note If the main montage ended, the interaction will always also end. This is only used for other montages.

◆ bSeamless

bool bSeamless

When staying inside the same montage, we may just replace the next section instead of doing a blend.

◆ Condition

Return false here, if you want this transition to be blocked via a custom condition.

◆ CooldownAfterAnyTransition

float32 CooldownAfterAnyTransition

How long this transition should wait before being applicable after any transition.

◆ CooldownSeconds

float32 CooldownSeconds

How long this transition needs to cool down until it can be used again. This makes sure the same transitions aren't played over and over.

◆ DisplayText

FText DisplayText

Text shown to the player when this transition is available.

◆ FromMontage

Montage to transition from. Leave empty to use the main montage.

◆ FromSection

FName FromSection

Section to start at. (Usually Loop).

◆ OnTransition

Called when this transition has been activated.

@note On seamless transitions, the actual animation may change a little later! This is called when this transition was decided to be used!

◆ OverrideBlendInTime

float32 OverrideBlendInTime

Only used if this transitions to a new montage. Overrides the BlendIn time if >= 0.

◆ Probability

float32 Probability

If this is chosen to be executed, drop the transition if this number is less than a random roll of 0..1.

◆ RequireCharacterHasAnyOf

FGameplayTagContainer RequireCharacterHasAnyOf

Container with Tags the character needs to have for this transition to be applicable. (e.g. State.* tags).

◆ RequireCharacterHasNoneOf

FGameplayTagContainer RequireCharacterHasNoneOf

Container with Tags the character must NOT have for this transition to be applicable. (e.g. State.* tags).

◆ ToMontage

Montage to transition to. Leave empty to use the main montage.

◆ ToSection

FName ToSection

What the next section of FromSection should be replaced with.

◆ TransitionKind

EInteractionInputKind TransitionKind

Kind of animation this transition represents.

◆ Weight

float32 Weight

Increase this to have this transition be chosen more often than others.