| bCounterCompenstateInterpolationByRootMotion |
bool |
Whether to counter compensate interpolation by the animated root motion angle change over time. |
BoneControllers/AnimNode_OrientationWarping.h |
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| bEnableDebugDraw |
bool |
Enable/Disable orientation warping debug drawing. |
BoneControllers/AnimNode_OrientationWarping.h |
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- Category=Debug
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| bScaleByGlobalBlendWeight |
bool |
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BoneControllers/AnimNode_OrientationWarping.h |
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| bUseManualRootMotionVelocity |
bool |
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BoneControllers/AnimNode_OrientationWarping.h |
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| CounterCompensateInterpSpeed |
float |
Same as RotationInterpSpeed, but for CounterCompensate smoothing. |
BoneControllers/AnimNode_OrientationWarping.h |
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| CurrentAnimAsset |
TObjectPtr< UAnimationAsset > |
Experimental. |
BoneControllers/AnimNode_OrientationWarping.h |
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| CurrentAnimAssetTime |
float |
Experimental. Current playback time in seconds of the CurrentAnimAsset. |
BoneControllers/AnimNode_OrientationWarping.h |
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| DebugDrawScale |
float |
Scale all debug drawing visualization by a factor. |
BoneControllers/AnimNode_OrientationWarping.h |
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| DistributedBoneOrientationAlpha |
float |
Specifies how much rotation is applied to the character body versus IK feet. |
BoneControllers/AnimNode_OrientationWarping.h |
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| IKFootBones |
TArray< FBoneReference > |
IK Foot definitions. |
BoneControllers/AnimNode_OrientationWarping.h |
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| IKFootRootBone |
FBoneReference |
IK Foot Root Bone definition. |
BoneControllers/AnimNode_OrientationWarping.h |
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- Meta=(DisplayName="IK Foot Root Bone")
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| LocomotionAngle |
float |
The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)] In most cases, this is the difference between the Velocity of the Movement Component and the actor rotation (obtained via CalculateDirection) |
BoneControllers/AnimNode_OrientationWarping.h |
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| LocomotionAngleDeltaThreshold |
float |
Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0 |
BoneControllers/AnimNode_OrientationWarping.h |
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| LocomotionDirection |
FVector |
The character movement direction vector in world space When set, this vector is used to compute LocomotionAngle automatically. |
BoneControllers/AnimNode_OrientationWarping.h |
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| ManualRootMotionVelocity |
FVector |
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BoneControllers/AnimNode_OrientationWarping.h |
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| MaxCorrectionDegrees |
float |
Max correction we're allowed to do per-second when using interpolation. |
BoneControllers/AnimNode_OrientationWarping.h |
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| MaxRootMotionDeltaToCompensateDegrees |
float |
Don't compensate our interpolator when the instantaneous root motion delta is higher than this. This is likely a pivot. |
BoneControllers/AnimNode_OrientationWarping.h |
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| MinRootMotionSpeedThreshold |
float |
Minimum root motion speed required to apply orientation warping This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles) When this value is greater than 0, it's recommended to enable interpolation with RotationInterpSpeed > 0 |
BoneControllers/AnimNode_OrientationWarping.h |
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| Mode |
EWarpingEvaluationMode |
Orientation warping evaluation mode (Graph or Manual) |
BoneControllers/AnimNode_OrientationWarping.h |
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| OrientationAngle |
float |
The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis. |
BoneControllers/AnimNode_OrientationWarping.h |
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| RotationAxis |
TEnumAsByte< EAxis::Type > |
Rotation axis used when rotating the character body. |
BoneControllers/AnimNode_OrientationWarping.h |
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| RotationInterpSpeed |
float |
Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing |
BoneControllers/AnimNode_OrientationWarping.h |
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| SpineBones |
TArray< FBoneReference > |
Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha |
BoneControllers/AnimNode_OrientationWarping.h |
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| TargetTime |
float |
Experimental. |
BoneControllers/AnimNode_OrientationWarping.h |
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| WarpingSpace |
EOrientationWarpingSpace |
|
BoneControllers/AnimNode_OrientationWarping.h |
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| WarpingSpaceTransform |
FTransform |
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BoneControllers/AnimNode_OrientationWarping.h |
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