12 results for "procedural"
Registers a pre-constructed pose snapshot under the given name.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.
Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.
Converts an HSV color specified by hue (degrees), saturation, and value into linear-space RGB and writes the result into the target FLinearColor.
Constructs an FHitResult from individual fields.
Creates an FRandomStream initialized with a specific seed.
Creates a deterministic FRandomStream whose seed is derived from a world-space location, optionally quantized to a grid.
Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.
Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.
Returns true with the given probability using a caller-supplied FRandomStream instead of the global RNG.
Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.