UBlendSpace::bInterpolateUsingGrid
#include "Animation/BlendSpace.h"
Access: public
Specifiers: UPROPERTYEditAnywhere
Description
If true, runtime interpolation is done via the precomputed grid instead of the raw triangulation/segmentation.
Caveats & Gotchas
- • Grid interpolation trades some blend accuracy for speed/predictability — it snaps to the nearest precomputed grid cell rather than exactly triangulating the input point.
- • Defaults to false (triangulation-based), which is more accurate but slightly more expensive per sample lookup; only enable this if profiling shows blend space sampling as a bottleneck.
Signature
UPROPERTY(EditAnywhere, Category = InputInterpolation, meta = (DisplayName="Use Grid")) bool bInterpolateUsingGrid = false; Example
Switch to grid-based interpolation C++
MyBlendSpace->bInterpolateUsingGrid = true; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?