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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
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.
| FInteractionAnimTransition & opAssign | ( | FInteractionAnimTransition | Other | ) |
| FGameplayTagContainer ActionTags |
Container with actions tags able to trigger this transition.
| 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 BlendOutDurationMultiplier |
Multiplier for blend out duration.
| float32 BlockOtherTransitionsForSeconds |
After taking this transition, all other transitions are blocked by the set amount of seconds.
| 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.
| bool bSeamless |
When staying inside the same montage, we may just replace the next section instead of doing a blend.
| FInteractionAnimTransitionCondition Condition |
Return false here, if you want this transition to be blocked via a custom condition.
| float32 CooldownAfterAnyTransition |
How long this transition should wait before being applicable after any 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.
| TSoftObjectPtr<UAnimMontage> FromMontage |
Montage to transition from. Leave empty to use the main montage.
| FName FromSection |
Section to start at. (Usually Loop).
| FInteractionAnimTransitionActivated 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!
| float32 OverrideBlendInTime |
Only used if this transitions to a new montage. Overrides the BlendIn time if >= 0.
| float32 Probability |
If this is chosen to be executed, drop the transition if this number is less than a random roll of 0..1.
| 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).
| TSoftObjectPtr<UAnimMontage> ToMontage |
Montage to transition to. Leave empty to use the main montage.
| FName ToSection |
What the next section of FromSection should be replaced with.
| EInteractionInputKind TransitionKind |
Kind of animation this transition represents.
| float32 Weight |
Increase this to have this transition be chosen more often than others.