====== CharacterAnimationComponent ====== **class:** CharacterAnimationComponent **Parent Class:** BaseAnimPhysComponent **Location:** scripts/Game/generated/Character/CharacterAnimationComponent.c --- ===== Common usage ===== wip ===== Functions ===== ==== SetAnimationLayerTPP() ==== SetAnimationLayerTPP(); Set animation layer for third person camera Return type: [[scripting:datatypes#void]] ==== SetAnimationLayerFPP() ==== SetAnimationLayerFPP(); Set animation layer for first person camera Return type: [[scripting:datatypes#void]] ==== GetCollisionMinMax() ==== GetCollisionMinMax(ECharacterStance whichStance, out vector outMin, out vector outMax); Returns the collision box of the character in a specific stance. param outMin Minimum point of the collision box. param outMax Maximum point of the collision box. return Returns true if collision box vectors have been filled. Return type: [[scripting:datatypes#bool]] ==== GetMovementState() ==== GetMovementState(out CharacterMovementState movementState); Return type: [[scripting:datatypes#void]] ==== IsPrimaryTag() ==== IsPrimaryTag(AnimationTagID tagID); Return type: [[scripting:datatypes#bool]] ==== IsSecondaryTag() ==== IsSecondaryTag(AnimationTagID tagID); Return type: [[scripting:datatypes#bool]] ==== GetMaxSpeed() ==== GetMaxSpeed(float inputForward, float inputRight, int moveType); Returns max speed for provided model direction and movement type Return type: [[scripting:datatypes#float]] ==== GetTopSpeed() ==== GetTopSpeed(int moveType = -1, bool ignoreStance = false); Returns top speed for provided moveType To get absolute top speed -1 can be provided as a move type parameter Return type: [[scripting:datatypes#float]] ==== GetInertiaSpeed() ==== GetInertiaSpeed(); Returns the current inertia speed. Return type: [[scripting:datatypes#vector]]