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28 results for "interpolation" in function

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.

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.

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.

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.

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.