IAnimatedCharacter

C++
struct IAnimatedCharacter : public IGameObjectExtension {
};
File

IAnimatedCharacter.h

IAnimatedCharacter::AddMovement Method
C++
virtual void AddMovement(const SCharacterMoveRequest&) = 0;
Description

movement related - apply some physical impulse/movement request to an object and make sure it syncs correctly with animation

IAnimatedCharacter::AllowAimIk Method
C++
virtual void AllowAimIk(bool allow) = 0;
Description

aim IK is allowed by default. use this to disallow it

IAnimatedCharacter::AllowLookIk Method
C++
virtual void AllowLookIk(bool allow, int layer = -1) = 0;
Description

look IK is allowed by default. use this to disallow it

IAnimatedCharacter::ChangeGraph Method
C++
virtual void ChangeGraph(const char * graph, int layer) = 0;
IAnimatedCharacter::ClearForcedStates Method
C++
virtual void ClearForcedStates() = 0;
IAnimatedCharacter::DisableLandBob Method
C++
virtual void DisableLandBob() = 0;
IAnimatedCharacter::DisableRigidCollider Method
C++
virtual void DisableRigidCollider() = 0;
IAnimatedCharacter::EnableLandBob Method
C++
virtual void EnableLandBob(const SLandBobParams & landBobParams) = 0;
Description

Procedural landing bounce effect that works in conjunction with the leg IK

IAnimatedCharacter::EnableRigidCollider Method
C++
virtual void EnableRigidCollider(float radius) = 0;
IAnimatedCharacter::FilterView Method
C++
virtual float FilterView(SViewParams & viewParams) const = 0;
IAnimatedCharacter::ForceMovement Method
C++
virtual void ForceMovement(const QuatT & relativeMovement) = 0;
Description

Add movement to the animated character - used to force movement when the character is in animation controlled movement Multiple calls will accumulate the forced movement until it is applied

IAnimatedCharacter::ForceOverrideRotation Method
C++
virtual void ForceOverrideRotation(const Quat & qWorldRotation) = 0;
Description

Override rotation the animated character will apply - used to force rotation when the character is in animation controlled movement

IAnimatedCharacter::ForceRefreshPhysicalColliderMode Method
C++
virtual void ForceRefreshPhysicalColliderMode() = 0;
IAnimatedCharacter::GetActionController Method ()
C++
virtual IActionController * GetActionController() = 0;
IAnimatedCharacter::GetActionController Method ()
C++
virtual const IActionController * GetActionController() const = 0;
IAnimatedCharacter::GetAngularSpeedHorizontal Method
C++
virtual float GetAngularSpeedHorizontal() const = 0;
IAnimatedCharacter::GetAnimationGraphState Method
C++
virtual IAnimationGraphState * GetAnimationGraphState() = 0;
IAnimatedCharacter::GetAnimationPlayerProxy Method
C++
virtual CAnimationPlayerProxy * GetAnimationPlayerProxy(int layer) = 0;
IAnimatedCharacter::GetAnimLocation Method
C++
virtual const QuatT& GetAnimLocation() const = 0;
IAnimatedCharacter::GetCurrentStance Method
C++
virtual int GetCurrentStance() = 0;
Description

stance helper functions

IAnimatedCharacter::GetEntityAccelerationHorizontal Method
C++
virtual const Vec2& GetEntityAccelerationHorizontal() const = 0;
IAnimatedCharacter::GetEntityMovementDirHorizontal Method
C++
virtual const Vec2& GetEntityMovementDirHorizontal() const = 0;
IAnimatedCharacter::GetEntitySpeed Method
C++
virtual const float GetEntitySpeed() const = 0;
IAnimatedCharacter::GetEntitySpeedHorizontal Method
C++
virtual const float GetEntitySpeedHorizontal() const = 0;
IAnimatedCharacter::GetEntityTangentialAcceleration Method
C++
virtual const float GetEntityTangentialAcceleration() const = 0;
IAnimatedCharacter::GetEntityVelocityHorizontal Method
C++
virtual const Vec2& GetEntityVelocityHorizontal() const = 0;
IAnimatedCharacter::GetExpectedEntMovement Method
C++
virtual const Vec3& GetExpectedEntMovement() const = 0;
IAnimatedCharacter::GetFacialAlertnessLevel Method
C++
virtual int GetFacialAlertnessLevel() = 0;
IAnimatedCharacter::GetGroundAlignmentParams Method
C++
virtual SGroundAlignmentParams& GetGroundAlignmentParams() = 0;
IAnimatedCharacter::GetMCMH Method
C++
virtual EMovementControlMethod GetMCMH() const = 0;
IAnimatedCharacter::GetMCMV Method
C++
virtual EMovementControlMethod GetMCMV() const = 0;
IAnimatedCharacter::GetOverriddenMotionParameters Method
C++
virtual const SPredictedCharacterStates& GetOverriddenMotionParameters() const = 0;
IAnimatedCharacter::GetParams Method
C++
virtual const SAnimatedCharacterParams& GetParams() = 0;
IAnimatedCharacter::GetPhysicalColliderMode Method
C++
virtual EColliderMode GetPhysicalColliderMode() const = 0;
IAnimatedCharacter::GetSlopeDegree Method
C++
virtual float GetSlopeDegree() const = 0;
IAnimatedCharacter::GetSlopeDegreeMoveDir Method
C++
virtual float GetSlopeDegreeMoveDir() const = 0;
Description

Returns the angle (in degrees) of the ground below the character. Zero is flat ground (along facing direction), positive when character facing uphill, negative when character facing downhill.

IAnimatedCharacter::InStanceTransition Method
C++
virtual bool InStanceTransition() = 0;
IAnimatedCharacter::IsAimIkAllowed Method
C++
virtual bool IsAimIkAllowed() const = 0;
IAnimatedCharacter::IsLookIkAllowed Method
C++
virtual bool IsLookIkAllowed() const = 0;
IAnimatedCharacter::PushForcedState Method
C++
virtual void PushForcedState(const char * state) = 0;
IAnimatedCharacter::RequestPhysicalColliderMode Method
C++
virtual void RequestPhysicalColliderMode(EColliderMode mode, EColliderModeLayer layer, const char* tag = NULL) = 0;
IAnimatedCharacter::RequestStance Method
C++
virtual void RequestStance(int stanceID, const char * name) = 0;
IAnimatedCharacter::ResetInertiaCache Method
C++
virtual void ResetInertiaCache() = 0;
IAnimatedCharacter::ResetState Method
C++
virtual void ResetState() = 0;
IAnimatedCharacter::SetAnimationPlayerProxy Method
C++
virtual void SetAnimationPlayerProxy(CAnimationPlayerProxy * proxy, int layer) = 0;
IAnimatedCharacter::SetCharacterCollisionFlags Method
C++
virtual void SetCharacterCollisionFlags(unsigned int flags) = 0;
IAnimatedCharacter::SetDoMotionParams Method
C++
virtual void SetDoMotionParams(bool doMotionParams) = 0;
IAnimatedCharacter::SetEntityRotation Method
C++
virtual void SetEntityRotation(const Quat & rot) = 0;
IAnimatedCharacter::SetFacialAlertnessLevel Method
C++
virtual void SetFacialAlertnessLevel(int alertness) = 0;
Description

virtual void MakePushable(bool enable) = 0;

IAnimatedCharacter::SetInGrabbedState Method
C++
virtual void SetInGrabbedState(bool bEnable) = 0;
Description

Set Animated Character in a special state (grabbed) This state requires special handling regarding animation processing order

IAnimatedCharacter::SetMovementControlMethods Method (EMCMSlot, EMovementControlMethod, EMovementControlMethod, char*)
C++
virtual void SetMovementControlMethods(EMCMSlot slot, EMovementControlMethod horizontal, EMovementControlMethod vertical, const char* tag = NULL) = 0;
IAnimatedCharacter::SetMovementControlMethods Method (EMovementControlMethod, EMovementControlMethod)
C++
virtual void SetMovementControlMethods(EMovementControlMethod horizontal, EMovementControlMethod vertical) = 0;
Description

Deprecated, please use the version of this function that requires the slot parameter.

IAnimatedCharacter::SetNoMovementOverride Method
C++
virtual void SetNoMovementOverride(bool external) = 0;
IAnimatedCharacter::SetOverriddenMotionParameters Method
C++
virtual void SetOverriddenMotionParameters(const SPredictedCharacterStates& motionParameters) = 0;
IAnimatedCharacter::SetParams Method
C++
virtual void SetParams(const SAnimatedCharacterParams& params) = 0;
IAnimatedCharacter::SetShadowCharacterSlot Method
C++
virtual void SetShadowCharacterSlot(int id) = 0;
IAnimatedCharacter::SetWeaponRaisedPose Method
C++
virtual void SetWeaponRaisedPose(EWeaponRaisedPose pose) = 0;
Description

deprecated

IAnimatedCharacter::TriggerRecoil Method
C++
virtual void TriggerRecoil(float duration, float kinematicImpact, float kickIn = 0.8f, EAnimatedCharacterArms arms = eACA_BothArms) = 0;
IAnimatedCharacter::UpdateCharacterPtrs Method
C++
virtual void UpdateCharacterPtrs() = 0;
IAnimatedCharacter::UseAnimationMovementForEntity Method
C++
virtual void UseAnimationMovementForEntity(bool xyMove, bool zMove, bool rotation) = 0;
Description

! Override for the entity's desired movement -> replace it with animation movement components