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unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Datasmith runtime loading from the main menu. The pop-up window to select a file to import in the Collab Viewer. Unreal Engine levels can be very large. At any time, a player might only see a small fraction of the total number of actors in a level. Most of the actors are not visible or audible, nor do they have a signi... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The following image comparison showcase a contrived example that uses distance-based relevancy. The primary actor (in the middle of the frame) is set to have replicated actors remain relevant if they are within 300 centimeters (3 meters). In the before image, the secondary actor is within 300 cm, and is relevant. This ... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Dynamically spawned, replicated actors are destroyed on the client when they are no longer relevant. This is why the secondary actor is no longer visible to the primary actor in this case. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The network driver determines whether an actor is relevant for a particular connection with a call to AActor::IsNetRelevantFor. This is handled automatically by the network driver. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | You can force any actor to be relevant by calling AActor::ForceNetRelevant in your AActor-derived class. You can customize actor relevancy by overriding the virtual function AActor::IsNetRelevantFor in your AActor-derived class. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Use caution when overriding AActor::IsNetRelevantFor. This may have unintended consequences if you are not familiar with Unreal Engine's replication system. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The virtual function AActor::IsNetRelevantFor implements several tests to determine the set of actors that are relevant to a connection. AActor::IsNetRelevantFor uses three parameters to determine whether the calling actor object is relevant: |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | For a given actor and connection, the following tests are performed: If the current actor has no root component, then AActor::IsNetRelevantFor logs a warning and asks if the actor should be always relevant. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | This relevancy logic is for the base AActor class. Other AActor-derived classes may contain different network relevancy logic. For example, the APawn and APlayerController classes override AActor::IsNetRelevantFor. Therefore, they have different conditions for relevancy. See Pawn.cpp and PlayerController.cpp for more i... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | You can customize network relevancy settings for your AActor-derived class in the Replication section of the Unreal Editor Details Panel or in C++. Client network object controlling the current actor for which relevancy is being checked. This is usually a Player Controller. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Actor currently viewed or controlled by RealViewer. This is usually a Pawn. Source location of the controlling network object. This is used when distance-based relevancy is enabled. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Force this actor to be network relevant if it is not already relevant by default. Check if this actor is relevant for a specific network connection. Check if this actor is the owner when performing network relevancy checks for actors marked bOnlyRelevantToOwner. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Check if this actor is relevant for recorded replay. Check if the square of the distance between the given source location and this actor’s location is within NetCullDistanceSquared. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Always relevant for network replication. Overrides bOnlyRelevantToOwner. If this actor has a valid owner, call the owner's IsNetRelevantFor and GetNetPriority. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | If true, this actor is only relevant to its owner. If true, this actor is replicated to network replays. Default true. Square of the maximum distance from the client’s viewport that this actor is relevant and replicates. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Owner of this actor. Used for replication with bNetUseOwnerRelevancy and bOnlyRelevantToOwner. The following tables provide functions and properties pertaining to actor relevancy that can be found in theAActorclass: |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | As you create more complex Animation behavior for your characters, it may be necessary to create proxy areas in your Animation Blueprint where you can insert one-off animations. This can be accomplished by using Slots, which are nodes that you can add to your Animation Blueprint at various points to layer and play anim... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | This document provides an overview of how to create and use Animation Slots in your Animation Blueprint, Montages, and Sequencer. The main purpose of Slots is to provide a place in the Anim Graph to insert animations into your Animation Blueprint. This can be useful when using Animation Montages as a way to insert one-... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | For example, in this setup, Slots are used in the following two ways: A Full Body Slot is used after the main locomotion State Machine, which can insert animations in an overriding manner. This Slot can be used for full-body object interaction or emote gestures. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | An Upper Body Slot is used together with a Layered blend per bone node to remove animation on the lower body so that only the upper body is affected. This Slot can be used for weapon reloading, shooting, or other similar animations which can work correctly regardless of your character's locomotion state. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Slots are created and managed from the Anim Slot Manager, which is a panel that can be opened from the Animation Blueprint, Skeleton, or Animation Sequence Editors. To open the panel, in any one of those editors, go to Window > Anim Slot Manager from the main menu. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By default, all Skeletons come with a starting Slot named DefaultSlot. To add a new Slot, click Add Slot (+), type in a name for the Slot, then press Enter. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Regardless of the animation editor you are in, Slots are stored on the Skeleton Asset, therefore, when you are creating or changing Slots, you are also editing the Skeleton. Clicking Save in the Anim Slot Manager will save the Skeleton when you make any Slot changes. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Right-clicking in the Anim Slot Manager or on Slot entries will show the following context menu commands: Before you start using Slots, you must first ensure they are added to your Animation Blueprint. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | In the Anim Graph, right-click and add the Slot 'DefaultSlot' node. By default, newly created Slot nodes will use DefaultSlot. To change this, select the node and set the Slot Name property in the Details panel to your desired Slot. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Slots are designed to support incoming source pose links so that the Slot passes through the incoming pose if animations are not being inserted into it. The Slot only begins to override the incoming animation with its own once animation starts playing on the Slot. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Once an incoming source pose is overridden, it will no longer evaluate. You can change this to ensure the incoming animation keeps evaluating by enabling Always Update Source Pose in the Slot's Details panel. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Animation Montages require Slots in your Anim Graph to function, as they exclusively play animation using Slots. In this example, an Animation Montage will apply this animation to the Upper Body Slot. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | To change or add Slots to the Montage, click the Slot dropdown menu on the Slot track to view the following commands: A single Montage can play animations on multiple Slots at the same time, but they must be within the same Slot Group. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Refer to the Animation Montage page for more information on using Animation Montages. Animation Montages are animation assets that enable you to combine animations in a single asset and control playback using Blueprints. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Slots can also be used in Sequencer, which is Unreal Engine's cinematic and movie-making tool. Using Slots in Sequencer enables inserting cinematic animation within an Animation Blueprint, so that your characters can benefit from its additional logic. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Slots are used for animations in the Animation Track. To set an animation to play from a Slot, right-click an animation section and navigate to Properties > Slot Name. Enter the name of the Slot you want to insert this animation into. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | A common use-case for using Slots in Sequencer is to blend cinematic and gameplay animation together. Refer to the Blending Gameplay and Sequencer Animation page to learn more. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Blending Gameplay and Sequencer Animation Seamlessly blend character and camera animation from Sequencer to gameplay using Animation Blueprints and Slots. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | In addition to Slots, you can also create Slot groups to organize and control Slot playback within Animation Montages. A DefaultGroup Slot group will already exist on your Skeleton. To create another Slot group, click Add Group (+) in the Anim Slot Manager, type in a name for the Slot group, then press Enter. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | An existing Slot can be moved to a different Slot group by right-clicking it and selecting Set Slot Group to. Slot groups are not just organizational. When you play a montage that uses a Slot in the same group as one that's already running, it stops the active one. This automatic behavior allows for montages to be inte... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Moves the selected Slot to a different Slot Group, if one is available. Exposes a menu where you can change the current Slot. If this is the topmost Slot track, then selecting a Slot that is part of a different Slot Group will change the Montage's Slot Group. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Adds a new Slot Track using a pre-existing Slot. Duplicates the Slot track and its contents into a new Slot track. If you have more than one Slot track, enabling this will cause the contents of this Slot to preview in the Viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | To learn more about using Slot groups in Animation Montages, refer to theAnimation Montagepage. A Blueprint Class, often shortened as Blueprint, is an asset that allows content creators to easily add functionality on top of existing gameplay classes. Blueprints are created inside of Unreal Editor visually, instead of b... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Blueprints do not always need to contain scripted behavior. For example, a lightpost in your level may not be interactive, and would just need a mesh to represent the post and a light. Using Components to build up reusable Blueprints would accelerate your level design process. Of course, you could then work with those ... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Graphs contain the design-time and game-time behavior of your Blueprints. The Construction Script runs following the Components list when an instance of a Blueprint Class is created, enabling you to dynamically adjust the look and feel of the new Object or Actor. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The EventGraph of a Blueprint contains a node graph that uses events and function calls to perform actions in response to gameplay events associated with the Blueprint. This is used to add functionality that is common to all instances of a Blueprint. This is where interactivity and dynamic responses are setup. For exam... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Uses events and function calls to perform actions in response to Blueprint events. Node graph that uses events and function calls to perform actions in response to events associated with the Blueprint. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | As you create more script in your Blueprints, you may find there are certain sections of script you frequently reuse. Functions and Macros both enable you to reuse sections of script, although each method has different strengths and use cases. For more on the key differences between Functions and Macros, see the Bluepr... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | You can also collapse sections of your Graph into nested Graphs for organization. Nodes that execute both code-defined and user-defined functions of a target Actor or Object. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Macros inside a Macro Library are used to increase the health and scale of an Actor. An Actor is any object that can be placed into a Level, such as a camera, Static Mesh, or player start location. Actors support 3D transformations such as translation, rotation, and scaling. They can be created (spawned) and destroyed ... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | In C++, AActor is the base class of all Actors. To create a Level, you place Actors into a Level (map), then move and scale them to create an environment, and add script to make them behave the way you want. This section covers the basic techniques of working with Actors, such as placing, selecting, and transforming Ac... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Shows how you can place Actors such as props, lights, and cameras into your Level. Overview of methods available for selecting Actors in the Level Editor viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | How to modify the location, rotation, and scale of Actors in a Level. Overview of Actor snapping in Unreal Engine. Setting that controls whether an Actor can move or change in some way during gameplay. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | How to create and work with groups of Actors in Unreal Engine. How to merge two or more Static Mesh Actors into a single Actor in Unreal Engine. This is not a comprehensive list of every Actor type available in Unreal Engine. Some plugins and project templates add their own Actors, and certain Actors may not be availab... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Describes the properties of Physics Volumes in Unreal Engine. Place Static Mesh Actors in your Level to create your game world. Use Skeletal Mesh Actors to create player avatars and populate your game world. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Guide to using BSP brushes to create level geometry in Unreal Engine. Understanding the fundamentals of Cameras in Unreal Engine. Use Player Start Actors to set up starting locations for players. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Actor that can be activated and cause events to occur in the Level. Reference for the different kinds of Volume Actors in Unreal Engine. A guide to using the Deferred Decal actor. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Guide to placing 3D Text and using it to create motion graphics. Guide to creating and using Target Actors. The AnimDynamics Animation Blueprint node is a light-weight physics simulation solution, that you can use to apply physics-based, secondary animation to parts of a character's Skeletal Mesh at runtime. Unlike the... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | With the AnimDynamics node, you can apply simulated-physics motion to parts of your character's skeletal mesh, such as, necklaces, bracelets, wires, or other items, in conjunction with character motion. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Here, the AnimDynamics node is used to dynamically drive the motion of the character's antenna, to react to the motion of the character's head during animation playback. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The AnimDynamics node is a low-performance cost physics-solver that is processed on the AnimGraph at runtime. In order to achieve a low performance cost, the AnimDynamics node makes a few approximations that are important to consider: |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Simulated boxes are used instead of the character's bones or physics bodies, to calculate inertia for each segment. Collision is not calculated; instead, constraints can be used to restrict movement. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The AnimDynamics node supports Linear, Angular and Planar constraints to simulate physically-influenced motion. Linear and Angular constraints can be driven by springs to provide a more bouncy feel, while Planar constraints can be used to create a plane that the object will not cross. You can toggle each of these const... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Using the AnimDynamics node you can apply simulated-physics motion to any object on your character using a bone as a reference point. Here is an example of the AnimDyamics node being used to add dynamic motion to a drum that is reacting to the motion of the character's running animation. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By selecting the drum's bone as the Bound Bone, you can control the physics-driven motion by defining a bounding box with the Box Constraints property. The Local Joint Offset is an offset from the Bound Bone's joint, that you can use to determine the reference point of the constraints. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By leaving the Box Constraints and the Local Joint Offset properties as their default values, you may not see any movement. This is because the constraints are preventing any motion on the object. By reducing the bounding box's dimensions, you will see motion. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Here, the AnimDynamics's Debug properties are enabled. You can use these debug drawings to visually see the Bounding Box and Local Joint Offset properties as they influence the mesh. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | In this example, Rotation Constraints are also set, so the drum can only move along a set axis, within a specified range. The applied Rotation Constraint along the Y axis is represented by the green angle overlay, and is useful to prevent the mesh from overlapping on itself. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | For more information about creating single-body physics simulations using the AnimDynamics node, see the Creating Dynamic Animations workflow guide. You can also set an External Force to the physics-simulate motion, to weight the object being simulated, or apply more inertia for more reactive motion. By default, an Ext... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | For more information about using an External Force to create physics simulations using the AnimDynamics node, see the Creating Dynamic Animations workflow guide. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By enabling the Chain property in the Details panel, you can use the AnimDynamics node is to simulate the motion and collision of a chain of objects. Chain simulation is a much more resource intensive simulation, than a single-body simulation. With chain simulation, linked constraints now need to be solved, which requi... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By enabling the Chain property and selecting a Bound Bone and Chain End, the AnimDynamics will generate a chain using any bones in between. Each bone within the chain, excluding the Bound Bone, will have a constraint box generated around it, to simulate motion and collision with the other bones in the chain. These cons... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Overlapping constraints can cause undesirable results, like flailing bones and uncontrolled motion. If you are experiencing these kinds of results, ensure the chain constraints are not overlapping. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Using Planer and Spherical limits, you can enable simple collision simulation with the AnimDyanmic node's simulated physics structures. With planar limits, you can set flat boundaries the physically-simulated structures are unable to cross. You can use these planer constraints to prevent the simulated structures from o... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | In the AnimDynamics Details panel, you can enable planer limits with the Use Planer Limits property. Then, using Add (+) to create an Index, you can set individual planer limits to control the simulated structure's behavior. With each index, you can set a Driving Bone as a reference point for the location of the planer... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | For example, adding a planer limit to the character's root bone, can create a boundary that represents the ground, that simulated objects are not able to cross. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | With spherical limits, you can create sphere boundaries, that surround points on the AnimDynamics physics-simulated structures, to act as a simple collision prevention. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | After enabling the Use Spherical Limits property in the AnimDynamics Details panel, you can use Add (+) to create an Index where you can set up sphere limits. Within each Index you can set a Driving Bone to act as a reference point for the location of the sphere and the offset its location on the X, Y, and Z axes, with... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | By setting the Limit Type on a sphere limit to Outer, you can use sphere limits to prevent structures from colliding, by not allowing objects to pass through the sphere. You can also use sphere limits to contain structures, by setting the Limit Type to Inner. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Here, you can reference a list of the AnimDynamics properties and a description of their functions: The space used to run the simulation. The options available for selection are as follows: |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | It is not recommended to use the World simulation mode with Teleporting characters. Set a Spring constant to use when the Angular Spring property is enabled. Higher values mean a stronger spring. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | To see results, ensure the Angular Target Axis and Angular Target properties have been defined. Set the number of updates passed on the Linear and Angular limits, found in the Constraint property section of the Details panel. Post Update indicates the set number of update passes occurs after the solver has the position... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | It is recommended that the set value should be around a quarter of the set Number Solver Iterations Pre Update property. Set the number of updates passed on the Linear and Angular limits, found in the Constraint property section of the Details panel. Pre Update indicates the set number of update passes occurs after the... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | It is recommended that the set value should be about four times the value of the set NumSolverIterationsPostUpdate property. Set a value to be used when the Override Linear Damping property is enabled. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The default is 0.7. Values below 0.7 won't have an effect. Set the value to be used when the Override Angular Damping property is enabled. The default is 0.7. Values below 0.7 won't have an effect. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the value to be used when the Override Angular Bias property is enabled. Angular bias performs a twist reduction for chain forces and defaults to a value to keep chain stability in check. When simulating, a single-body angular force can appear delayed from the position of the mesh. If you encounter this issue you c... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When enabled, the Angular Bias Override value will be used to apply an angular bias for bodies in this node. Angular bias is a twist reduction for chain forces and defaults to a value to keep chain stability in check. When using single-body systems sometimes angular forces will look like they are delayed from the mesh'... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the minimum values to allow linear movement per-axis, X, Y, and Z. To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the maximum values to allow linear movement per-axis, X, Y, and Z. To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the axis, X Y, and Z, the angle will be used to align to the Angular Target. Typically, this is the axis pointing along the Bound Bone. This is affected by the Angular Spring Constraints. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the axis to align the Angular Spring Constraint to. A value of 0 will disable the axis while a value of 1 will enable the axis when factoring the alignment. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The properties values are typically set to point down the bone. For example, the property might be set to (1.0, 0.0, 0.0), but you can pick other values to align the spring to a different direction. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the resolution method to use when Planer Limits are enabled. Options include: CoM (Center of Mass): Only limits the center of mass from crossing planes. Custom Sphere: Use the specified sphere radius to collide with planes. Inner Sphere: Use the largest sphere that fits entirely within the body extents to collide w... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When Use Spherical Limits is enabled, you can add spherical limits to the array. After adding an element, it's properties include: Driving Bone: Bone to attach the sphere to. Sphere Local Offset: Local offset for the sphere, if no driving bone is set the is in node space, otherwise bone space. Limit Radius: Set the rad... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When Use Planer Limits is enabled, you can add planer limits to the array. After adding an element, it's properties include: When enabled a preview of the live physics object will be drawn on the mesh in the viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When enabled a preview of the Linear Limits (prismatic) will be drawn on the mesh in the viewport. When enabled a preview of the Angular Limit ranges will be drawn on the mesh in the viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When enabled a preview of the Planer Limit information (actual plane, plane normal) will be drawn on the mesh in the viewport. When enabled a preview of the Spherical Limits will be drawn on the mesh in the viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | If Planer Limits are enabled and the Collision Mode is set to Custom Sphere, Inner Sphere or Outer Sphere a preview sphere, representing the collson sphere, will be drawn on the mesh in the viewport. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | The space used to run the simulation. The options available for selection are as follows: Component: Simulation origin will be calculated using the location and orientation of the Skeletal Mesh component. Actor: Simulation origin will be calculated using the location and orientation of the actor containing the Skeletal... |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When the Simulation Space is set to Bone Relative, the simulation will use the selected bone from the character's skeleton as the origin reference. When enabled, the node will use the solver to simulate a connected chain. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Select a bone from the character's skeleton to attach the physics body to. If the Chain property is enabled, the selected bone will become the top, or first, bone of the defined chain. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | When the Chain property is enabled, the selected bone from the character's skeleton will become bottom, or end, of the defined chain. When the Chain property is disabled, this property is ignored. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the extents of the box on the X, Y, and Z, to use for physics simulation. The coordinates within the context of the Simulation Space and are in reference to the Local Joint Offset location. |
unreal | 5.3 | adamcodd_cleaned | documentation | unreal | Set the position offset of the Box Extent, from the nearest joint to the Bounding Bone. Set a Spring constant to use when the Angular Spring property is enabled. Higher values mean a stronger spring. To see results, ensure the Angular Target Axis and Angular Target properties have been defined. |
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