15 results for "procedural" in function
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.
Samples 3D Perlin noise at (X, Y, Z) independently per axis and remaps each resulting component into its own output range.
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.
Generates 1D Perlin noise from Value, returning a continuous, smoothly-varying random value between -1.
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.
Attaches a low-level listener that receives this component's raw audio source buffers as they're rendered, for capture or analysis use cases like procedural visualization or recording.