36 results for "interpolation"
Sorts the blend space's per-bone blend settings into a lookup structure for Skeleton, so GetPerBoneInterpolationIndex can be queried repeatedly and cheaply for that skeleton.
Looks up the per-bone interpolation index for a bone within the pose being evaluated, returning INDEX_NONE if the bone has no per-bone smoothing override.
Called on the worker thread before URO (Update Rate Optimization) interpolation is applied.
Speed at which individual sample weights are allowed to change per second, letting the blend space jump directly between extremes instead of smoothly passing through intermediate positions.
If set, eases sample weight adjustments in and out rather than moving at a constant rate, using TargetWeightInterpolationSpeedPerSec to determine the amount of smoothing.
Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.
Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring on SO(3), storing the resulting angular velocity back into InOutAngularVelocity.
Smooths Rotation towards TargetRotation using exponential damping, returning the new smoothed rotator each call.
The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.
Smooths a raw blend input over time using the given filter's InterpolationParam settings, returning the filtered position to sample with.
Sets up runtime filtering state for smoothing blend input, using this blend space's InterpolationParam settings.
Linearly interpolates between A and B by Alpha, returning A at Alpha=0 and B at Alpha=1.
Finds the point where a line segment crosses a plane, returning both the intersection point and the interpolation factor along the segment.
Converts the rotation part of the matrix to a quaternion.
Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.
Notifies the camera component that a hard camera cut occurred so dependent systems can reset interpolation instead of smoothing from the previous view.
Called on simulated proxies after a replicated location and rotation update is received from the server.
Modifies quaternion A in-place so that the rotation delta between A and B takes the shortest possible arc (≤180°).
Computes the quaternion exponential, mapping a pure quaternion (W=0, V=theta*v) back to a unit quaternion via Exp(q) = (sin(theta)*v, cos(theta)).
Performs spherical linear interpolation between two quaternions and returns a normalized result.
Linearly interpolates between rotators A and B.
Forces the physics body of this actor into a fake network-replicated sleep or wake state, used exclusively with EPhysicsReplicationMode::PredictiveInterpolation.
Directly overwrites the velocity component of a float spring's internal state without affecting its current value or previous-target tracking.
Sets the component's VolumeMultiplier property, applied instantly with no interpolation.
Blueprint-thread-safe function library exposing critically damped spring interpolation, velocity-spring damping, and simple exponential damping helpers for floats, vectors, quaternions, and rotators.
Blueprint function library providing a comprehensive set of math utilities: boolean logic, byte/int/float arithmetic, vector and rotator operations, interpolation, random number generation, and matrix math.
A component that defines a curved path through space using Hermite spline points.
Refreshes an existing filter's smoothing parameters from the current InterpolationParam settings without a full re-initialization.
Eases between two vectors using the specified easing curve.
Smoothly moves a 2D position toward a target using exponential interpolation.
Performs a spherical linear interpolation (slerp) between two normalized direction vectors, tracing the shortest arc on the unit sphere from NormalA to NormalB.
Damps InOutX towards TargetX using a target that follows a fixed linear velocity, giving control over interpolation speed via MaxSpeed while still producing smoothed motion.
Damps InOutX towards TargetX using a target that follows a fixed linear velocity, giving control over interpolation speed via MaxSpeed while still producing smoothed motion.
Damps InOutX towards TargetX using a target that follows a fixed linear velocity, giving control over interpolation speed via MaxSpeed while still producing smoothed motion.
If true, runtime interpolation is done via the precomputed grid instead of the raw triangulation/segmentation.