UBlendSpace::bAllowMeshSpaceBlending
#include "Animation/BlendSpace.h"
Access: public
Specifiers: UPROPERTYEditAnywhere
Description
Enables mesh-space blending when per-bone sample smoothing overrides are in use, so different parts of the skeleton can reach their target pose at different speeds — for example, letting the head turn toward an aim target faster than the body.
Caveats & Gotchas
- • Mesh-space blending is significantly more expensive than normal local-space blending, so only enable it where the visual benefit justifies the cost.
- • Blend spaces with additive or mesh-space samples always blend in mesh space regardless of this setting; enabling it alongside blend space graphs that already produce additive/mesh-space output can cause undesired results.
- • Has no effect unless per-bone sample smoothing overrides are configured on the blend space.
Signature
bool bAllowMeshSpaceBlending = false Example
Enabling per-bone mesh space blending C++
// Typically set in the Blend Space editor's Details panel, under Sample Smoothing.
// Equivalent C++ (e.g. when constructing a blend space asset in an editor tool):
BlendSpaceAsset->bAllowMeshSpaceBlending = true; Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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