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Define which NDK to compile with (a specific version or latest for latest version on disk). |
SDK Config |
Location of Android SDK |
The on-disk location of Android SDK (falls back to the ANDROID_HOME environment variable if this field is blank). The directory usually contains android-sdk-. |
Location of Android NDK |
The on-disk location of Android NDK (falls back to the NDKROOT environment variable if this field is blank). The directory usually contains android-ndk-. |
Location of JAVA |
The on-disk location of Java (falls back to the JAVA_HOME environment variable if this field is left blank). The directory usually contains jdk. |
SDK API Level |
Define which SDK to package and compile Java with. You can use: A specific version. latest for latest version on disk. matchndk to match the NDK API Level. |
NDK API Level |
Define which NDK to compile with (a specific version or latest for latest version on disk). |
Remarks |
Choosingandroid-21or any later version will result in the app not running on pre-5.0 devices. |
Copy Bone |
With the Copy Bone Animation Blueprint node, you can copy transform data such as Translation, Rotation, and Scale, from a Source Bone to a Target Bone. |
Using a simple implementation, you can use the Copy Bone node to copy the position and motion of the Source Bone to the Target Bone. Here the character's right-hand auxiliary weapon bone (weapon_r), is selected as the Target Bone, copying the Source Bone's, the character's left hand (hand_l), position and motion. Here the effect of the Copy Bone node can be seen as it moves the weapon bone at runtime from the character's right hand to their left hand. |
You can use this implementation of the Copy Bone node to pass an object from one of the Skeletal Mesh's hands to the other during animation playback. |
In the AnimGraph, you can toggle the different components of motion, including Translation, Rotation, and Scale, to apply the Source Bone motion to the Target Bone. |
With the Alpha value or pin, you can control the degree of the blend on the generated output pose. A value of 1 will fully use the generated output pose, while a value of 0 will output the source pose. |
Here you can reference the Copy Bone node's properties. |
Property Reference |
Copy Bone Disabled |
Copy Bone Enabled |
Source Bone |
Select a bone from the character's skeleton as the source of the motion data applied to the Target Bone. |
Target Bone |
Select a bone from the character's skeleton as the destination for the motion data. |
Copy Translation |
Applies the Translation motion from the Source Bone to the Target Bone. By default this property appears as a Boolean on the node in the AnimGraph. |
Copy Rotation |
Applies the Rotation motion from the Source Bone to the Target Bone. By default this property appears as a Boolean on the node in the AnimGraph. |
Copy Scale |
Applies the Scale motion from the Source Bone to the Target Bone. By default this property appears as a Boolean on the node in the AnimGraph. |
Control Space |
World Space: copies the absolute position of the Source Bone in world space. Component Space: copies the position and motion data of the Source Bone within the Skeletal Mesh's reference frame. Parent Bone Space: copies the position and motion data of the Source Bone relative to the parent bone. Bone Space: copies the position and motion data of the Source Bone within its own reference frame. |
Remarks |
Select in which space theSource Bonemotion is calculated and applied to theTarget Bone. |
Two Bone IK |
With the Two Bone IK Animation Blueprint node, you can control two-bone chains, such as a Skeletal Mesh, character's limbs, to make contact with the Effector Location or an end point, using the Joint Target Location reference point to control the bone chain's middle point. |
With the Two Bone IK node's Effector Location, you can drive the position of the bone at the end of the two-bone chain. This property can be set in the AnimGraph to follow the location of a socket on an interactable object, or make a grounded contact point with a point in the level. |
With the Two Bone IK node's Joint Target Location, you can set the location of the bone chain's middle joint, to control the rotation behavior of the bone chain. |
You can also set other properties such as Stretching and Twisting to control the behavior of the two-bone chain. |
Here you can reference the Two Bone IK node's properties. |
Here you can set the frame of reference to calculate the position of the Effector Location. You can set the reference frame from the following options: |
World Space: The Effector Location's absolute position will be calculated using world space. Component Space: The Effector Location's set position will be calculated in the Skeletal Mesh component's reference frame. Parent Bone Space: The Effector Location's set position will be calculated in the parent bone space of the bone set as the Effector Target. Bone Space: The Effector Location's set position will be calculated in the reference frame of the bone set as the Effector Target. |
Here you can set the frame of reference to calculate the position of the Joint Target Location. You can set the reference frame from the following options: |
Property Reference |
Enable Debug Draw |
When enabled, debug tools will be drawn in the preview viewport. The Effector Location will be represented with a red object, and the Joint Target Location will be drawn as a green object. Lines will also be draw from each bone position, including the chain's root bone, to the Joint Target Location to show their position. |
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