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13 results for "interpolation" in function

function
UAnimInstance::OnUROPreInterpolation_AnyThread Engine

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

function
ACharacter::CacheInitialMeshOffset Engine

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

function
UKismetMathLibrary::Lerp Engine

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

function
UKismetMathLibrary::Matrix_ToQuat Engine

Converts the rotation part of the matrix to a quaternion.

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::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.