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Medium Sample Rate
Resampling quality medium sample rate.
Low Sample Rate
Resampling quality low sample rate.
Min Sample Rate
Resampling quality minimum sample rate.
Include ETC2 Textures
Include ETC2 textures when packaging with the Android (Multi) variant.
Include DXT Textures
Include DXT textures when packaging with the Android (Multi) variant.
Include ASTC Textures
Include ASTC textures when packaging with the Android (Multi) variant.
ETC2 Texture Format Priority
Priority for the ETC2 texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.2.
DXT Texture Format Priority
Priority for the DXT texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.6.
ASTC Texture Format Priority
Priority for the ASTC texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.9.
Stream landscape visual mesh LODs
Defines whether to enable LOD streaming for landscape visual meshes.
Enable DOM storage for WebViews
Enables WebViews to use the DOM storage API.
Remarks
Only supported on feature level ES3.1 or above.
Animation Blueprint Editor
The Animation Blueprint Editor shares similar functionality to the Blueprint Editor, but contains different features, tools, and windows to aid in character animation scripting.
This document provides an overview of the Animation Blueprint Editor interface.
Upon opening an Animation Blueprint, the following interface will be displayed:
The Toolbar is where you compile your Blueprints, Save, locate the Animation Blueprint asset in the Content Browser, and define Class Settings and Class Defaults settings. Several buttons and tools here are common for most Animation Editors, such as Preview Mesh. You can learn more about these common menus from the Animation Editors Toolbar Section.
The Animation Blueprint Editor Toolbar provides the following buttons and menus:
Compiles this Animation Blueprint. This icon will change depending on the compilation state of the Blueprint. In most cases, making changes to any Graph will require you to recompile.
Clicking the Options menu will reveal additional behaviors when compiling. Save On Compile can be used to automatically save the Animation Blueprint upon compiling. Jump to Error Node can also be enabled to automatically frame the graph node preventing a successful compile.
Enabling this will fade out any nodes not currently selected or directly linked to your selected node in the Graph. You can also enable Lock Node State from the options menu, which will maintain the current hidden state of all nodes, regardless of your selection afterwards.
Clicking this exposes several Blueprint class settings in the Details panel. Most of these properties are general Blueprint class settings. However the following settings are specific to Animation Blueprints.
Clicking this exposes your Blueprint's variables in the Details panel, including default variables from the Blueprint class.
Root Motion Mode: Controls how root motion is applied within this Animation Blueprint. You can select the following options:
Root Motion from Montages Only, which causes root motion to only apply from Animation Montages. This is a more suitable option for multiplayer or network setups.
The Graph panel is where you create the logic that controls your character during gameplay. There are three main types of graphs, each with different interfaces:
The Event Graph, where you construct Blueprint-based logic to define node properties and variables which inform your other graph areas.
The Anim Graph, where you construct pose-based logic which evaluates the final pose of the Skeletal Mesh for the current frame.
State Machines, where you construct state-based logic, typically used for locomotion.
Visit the Graphing in Animation Blueprints and State Machines pages for more information about the different graph types and graphing within Animation Blueprints.
Graphing in Animation Blueprints
Edit, blend, and manipulate poses on Skeletal Meshes using various graphs in Animation Blueprints.
State Machines
Create logic-based branching animation by using State Machines.