50 results for "pose"
Registers a pre-constructed pose snapshot under the given name.
Combines two rotators into a single rotator that represents applying A first, then B.
Retrieves a linked input pose node by its node ID and optional link index.
Returns a read-only pointer to the stored pose snapshot with the given name, or nullptr if no snapshot exists under that name.
Returns the transpose adjoint (cofactor matrix transposed) of the given matrix.
Returns the transpose of the matrix (rows and columns swapped).
Removes a previously stored pose snapshot from this AnimInstance by name.
Captures the current skeletal mesh pose and stores it internally under the given name.
Captures the current evaluated pose into an FPoseSnapshot struct for external use.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
Returns the component-wise sum of two 2D vectors (A + B).
Returns the larger of two byte values.
Returns the smaller of two byte values.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.
Decomposes an FLinearColor into its individual R, G, B, and A float components.
Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.
Decomposes an FFrameRate into its numerator and denominator integers.
Decomposes an FHitResult struct into its individual fields.
Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.
Decomposes an FQuat into its raw X, Y, Z, W float components.
Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.
Decomposes an FTimespan into its individual days, hours, minutes, seconds, and milliseconds components.
Decomposes an FTimespan into days, hours, minutes, seconds, and a nanosecond fraction.
Decomposes an FVector into its three individual double components.
Decomposes an FVector2D into its individual X and Y double components via output parameters.
Decomposes an FVector4 into its four individual double-precision components via output parameters.
Enables or disables the animation update tick for this instance.
Returns true if both boolean values are equal (both true or both false).
Returns true if A is equal to B (A == B).
Returns true if rotators A and B are equal within ErrorTolerance per component.
Unreal Engine's general-purpose heap-allocated string class.
Completes the registration of a component that was created with bDeferredFinish=true.
Constructs an FTimespan from a number of seconds.
Creates a valid FTimerHandle for the timer at the given internal sparse-array index, encoding the index and a serial number into the handle.
Returns the rotation of the actor's RootComponent as a quaternion.
Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.
Returns the component's world-space rotation as an FRotator.
Returns the component that child actors and components should attach to by default.
Returns the total length in seconds of the animation asset referenced by the specified asset player node.
Returns the current blend weight (0.
Returns a read-only reference to the array of asset player tick records that are currently relevant — i.
Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.
Returns a mutable reference to the array of relevant asset player tick records.
Returns the actor that owns this pawn for network relevancy and replication purposes.
Returns the UPlayer that owns this pawn for network purposes.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Returns the global blend weight of the specified slot node, accounting for the full graph hierarchy.
Returns the geometry used during the last Tick.
Decomposes a direction vector into Yaw and Pitch rotation values in degrees.