RealDocs

12 results for "procedural"

function
UAnimInstance::AddPoseSnapshot Engine

Registers a pre-constructed pose snapshot under the given name.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UKismetMathLibrary::FindRelativeLookAtRotation Engine

Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.

function
UGameplayStatics::GrassOverlappingSphereCount Engine

Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.

function
UKismetMathLibrary::LinearColor_SetFromHSV Engine

Converts an HSV color specified by hue (degrees), saturation, and value into linear-space RGB and writes the result into the target FLinearColor.

function
UGameplayStatics::MakeHitResult Engine

Constructs an FHitResult from individual fields.

function
UKismetMathLibrary::MakeRandomStream Engine

Creates an FRandomStream initialized with a specific seed.

function
UKismetMathLibrary::MakeRandomStreamFromLocation Engine

Creates a deterministic FRandomStream whose seed is derived from a world-space location, optionally quantized to a grid.

function
AActor::OnConstruction Engine

Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.

function
UKismetMathLibrary::QuaternionSpringInterp Engine

Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.

function
UKismetMathLibrary::RandomBoolWithWeightFromStream Engine

Returns true with the given probability using a caller-supplied FRandomStream instead of the global RNG.

function
UKismetMathLibrary::RandomUnitVector Engine

Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.