46 results for "pose" in function
Registers a pre-constructed pose snapshot under the given name.
Combines two rotators into a single rotator that represents applying A first, then B.
Composes two transforms as A * B, yielding a transform that first applies A and then B.
Extracts a blended pose into OutAnimationPoseData by evaluating each sample in BlendSampleDataCache and combining them according to their weights.
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.
Returns the component-wise sum of two 2D vectors (A + B).
Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts.
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.
Sweeps an oriented box from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.
Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.
Sweeps an oriented box from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.
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 FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.
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 a FTransform into its Location, Rotation, and Scale components.
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.
Sweeps a capsule from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.
Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps a capsule from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.
Sweeps a capsule from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.
Converts a spring's strength (undamped frequency in Hz) into its equivalent smoothing time in seconds.
Enables or disables the animation update tick for this instance.
Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.
Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling.