IdleFaceAnim | UAnimSequenceBase | Face animation override for idle when the stat threshold is met. |
IdleRandomAnims | FB1RandomAnimationInfo[] | Random idle animations played when the stat threshold is met. |
MaxNormalWalkTime | number | Maximum time in seconds the character walks normally before the stat walk plays. |
MinNormalWalkTime | number | Minimum time in seconds the character walks normally before the stat walk plays. |
StatId | string | Stat ID that triggers these locomotion overrides. |
StatJogAnim | UAnimSequenceBase | Jog(run) animation override when the stat threshold is met. |
StatValue | number | Stat threshold value at which these overrides activate. |
StatWalkAnim | UAnimSequenceBase | Walk animation override when the stat threshold is met. |
SwimIdleFaceAnim | UAnimSequenceBase | Face animation override for swim idle when the stat threshold is met. |
SwimIdleRandomAnims | FB1RandomAnimationInfo[] | Random swim idle animations played when the stat threshold is met. |
SwimWalkAnim | UAnimSequenceBase | Swim walk animation override when the stat threshold is met. |
SwimWalkFaceAnim | UAnimSequenceBase | Face animation override for swim walking when the stat threshold is met. |
WalkFaceAnim | UAnimSequenceBase | Face animation override for walking when the stat threshold is met. |
bDisableJog | boolean | If true, jogging is disabled when the stat threshold is met. |
bOverrideBaseLocomotion | boolean | If true, the base idle/walk/jog locomotion poses are overridden directly with the stat anims (Idle = first IdleRandomAnims, Walk = StatWalkAnim, Jog = StatJogAnim). This makes the locomotion state machine blend straight to the stat pose with no transient base-pose pop, instead of relying on the random-montage overlay which kicks in one loop later. Used for states like low HP that must show the injured pose immediately and constantly. |