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36 results for "interpolation"

function
UBlendSpace::GetPerBoneInterpolationData Engine

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.

function
UBlendSpace::GetPerBoneInterpolationIndex Engine

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.

function
UAnimInstance::OnUROPreInterpolation_AnyThread Engine

Called on the worker thread before URO (Update Rate Optimization) interpolation is applied.

property
UBlendSpace::TargetWeightInterpolationSpeedPerSec Engine

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.

property
UBlendSpace::bTargetWeightInterpolationEaseInOut Engine

If set, eases sample weight adjustments in and out rather than moving at a constant rate, using TargetWeightInterpolationSpeedPerSec to determine the amount of smoothing.

function
UAudioComponent::AdjustVolumeInternal Engine

Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.

function
ACharacter::CacheInitialMeshOffset Engine

Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.

function
UBlueprintSpringMathLibrary::CriticalSpringDampQuat Engine

Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring on SO(3), storing the resulting angular velocity back into InOutAngularVelocity.

function
UBlueprintSpringMathLibrary::DampRotator Engine

Smooths Rotation towards TargetRotation using exponential damping, returning the new smoothed rotator each call.

struct
FMath Core

The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.

function
UBlendSpace::FilterInput Engine

Smooths a raw blend input over time using the given filter's InterpolationParam settings, returning the filtered position to sample with.

function
UBlendSpace::InitializeFilter Engine

Sets up runtime filtering state for smoothing blend input, using this blend space's InterpolationParam settings.

function
UKismetMathLibrary::Lerp Engine

Linearly interpolates between A and B by Alpha, returning A at Alpha=0 and B at Alpha=1.

function
UKismetMathLibrary::LinePlaneIntersection Engine

Finds the point where a line segment crosses a plane, returning both the intersection point and the interpolation factor along the segment.

function
UKismetMathLibrary::Matrix_ToQuat Engine

Converts the rotation part of the matrix to a quaternion.

property
UCharacterMovementComponent::NavMeshProjectionInterpSpeed Engine

Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.

function
UCameraComponent::NotifyCameraCut Engine

Notifies the camera component that a hard camera cut occurred so dependent systems can reset interpolation instead of smoothing from the previous view.

function
ACharacter::PostNetReceiveLocationAndRotation Engine

Called on simulated proxies after a replicated location and rotation update is received from the server.

function
UKismetMathLibrary::Quat_EnforceShortestArcWith Engine

Modifies quaternion A in-place so that the rotation delta between A and B takes the shortest possible arc (≤180°).

function
UKismetMathLibrary::Quat_Exp Engine

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)).

function
UKismetMathLibrary::Quat_Slerp Engine

Performs spherical linear interpolation between two quaternions and returns a normalized result.

function
UKismetMathLibrary::RLerp Engine

Linearly interpolates between rotators A and B.

function
AActor::SetFakeNetPhysicsState Engine

Forces the physics body of this actor into a fake network-replicated sleep or wake state, used exclusively with EPhysicsReplicationMode::PredictiveInterpolation.

function
UKismetMathLibrary::SetFloatSpringStateVelocity Engine

Directly overwrites the velocity component of a float spring's internal state without affecting its current value or previous-target tracking.

function
UAudioComponent::SetVolumeMultiplier Engine

Sets the component's VolumeMultiplier property, applied instantly with no interpolation.

class
UBlueprintSpringMathLibrary Engine

Blueprint-thread-safe function library exposing critically damped spring interpolation, velocity-spring damping, and simple exponential damping helpers for floats, vectors, quaternions, and rotators.

class
UKismetMathLibrary Engine

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.

class
USplineComponent Engine

A component that defines a curved path through space using Hermite spline points.

function
UBlendSpace::UpdateFilterParams Engine

Refreshes an existing filter's smoothing parameters from the current InterpolationParam settings without a full re-initialization.

function
UKismetMathLibrary::VEase Engine

Eases between two vectors using the specified easing curve.

function
UKismetMathLibrary::Vector2DInterpTo Engine

Smoothly moves a 2D position toward a target using exponential interpolation.

function
UKismetMathLibrary::Vector_SlerpNormals Engine

Performs a spherical linear interpolation (slerp) between two normalized direction vectors, tracing the shortest arc on the unit sphere from NormalA to NormalB.

function
UBlueprintSpringMathLibrary::VelocitySpringDampFloat Engine

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.

function
UBlueprintSpringMathLibrary::VelocitySpringDampVector Engine

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.

function
UBlueprintSpringMathLibrary::VelocitySpringDampVector2D Engine

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.

property
UBlendSpace::bInterpolateUsingGrid Engine

If true, runtime interpolation is done via the precomputed grid instead of the raw triangulation/segmentation.