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IK Bone |
Set a bone from the character's skeleton as the bone to control.From this bone, the node will consider two bones up the chain, to build the two-bone chain. The first parent bone will act as the joint, and the second parent bone will become the root for the chain. |
Start Stretch Ratio |
When the Allow Stretching property is enabled, you can set the threshold to control when the two-bone chain is able to begin stretching. This value determines when to start stretching. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start to apply a stretch to the structure. |
Max Stretch Scale |
When the Allow Stretching property is enabled, you can set the limit to control the maximus scale of the stretch allowed for the structure. This value determines what is the max stretch scale. For example, 1.5 means it will stretch until 150% of the whole length of the limb. |
Twist Axis |
When the Allow Twist property is disabled, you can specify which axis (X, Y, and Z) the bone is aligned to. This property is most helpful when isolating twists for a structure. When the Allow Twist property is disabled, You can also enable the twist to be calculated in local-space. |
Allow Stretching |
When enabled, stretching of the set two-bone chain will be allowed. You can set the limits of the stretching in the Start Stretch Ratio and the Max Stretch Scale properties. |
Maintain Effector Rel Rot |
Keep local rotation of the end bone. |
Allow Twist |
When enabled, the bone chain will perform under normal structure constraints. When disabled, you can manually set the axes of twist that the structure will be allowed to twist on, in the Twist Axis property. |
Effect Location Space |
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. |
Take Rotation from Effector Space |
When the Effector Location Space property is set to Parent Bone Space or Bone Space you can enable this property to take the rotation of the effector location and apply it to the IKBone. When disabled, rotation will be ignored. |
Effector Target |
When the Effector Location Space property is set to Parent Bone Space or Bone Space you can select a bone from the character's skeleton to use as the Effector Location. |
Effector Location |
By default this property appears as a pin on the Two Bone IK node in the AnimGraph. The Effector Location drives the two-bone chain end point's location. When the Enabled Debug Draw property is enabled this property will appear as a red object in the preview viewport. |
Joint Target Location Space |
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: |
Joint Target |
When the Joint Target Location Space property is set to Parent Bone Space or Bone Space, you can select a bone from the characters skeleton to use as a reference space to calculate the set position of the Joint Target Location. |
Joint Target Location |
By default this property appears as a pin on the Two Bone IK node in the AnimGraph. With the Joint Target Location you can control the motion and behavior of the two-bone chain's middle joint. The Joint Target acts as a reference point to bend the joint. When the Enabled Debug Draw property is enabled this property will appear as a green object in the preview viewport. |
Remarks |
World Space: The Joint Target Location's absolute position will be calculated using world-space.Component Space: The Joint Target Location's position will be calculated using the Skeletal Mesh Component's reference frame.Parent Bone Space: The Joint Target Location's position will be calculated using the parent bone space of the bone set as theJoint Target.Bone Space: The Joint Target Location's position will be calculated in the reference frame of the bone set as theJoint Target. |
Achievements Interface |
An achievement is a goal or trophy, awarded outside of a game environment, unlocked or rewarded for accomplishing in-game tasks. Achievements give you a way to incentivize, challenge, and reward players. You can use them to: |
The Online Services Achievements Interface provides you with tools to read achievement definitions as well as read and update the achievement state for players. The achievements interface does not handle the creation, deletion, or modification of achievements. Each online service has its own backend systems to manage these aspects of achievements. |
You can set up the following mechanisms to unlock achievements depending on the interface's configuration: |
The availability of these three options varies depending on the online service implementation/platform that you use. Consult the documentation for your particular online service implementation for more information. |
The following table provides a high-level overview of the functions provided by the Achievements Interface: |
The achievements interface communicates its functionality primarily through three structs: FAchievementDefinition, FAchievementStatDefinition, and FAchievementState, in addition to the function specific structs for passing parameters and return values. |
The achievements interface does not require engine configuration when achievements are either platform-service managed or title-managed and manually unlocked. You must configure the engine if your achievement progress is title-managed and you want achievements to automatically unlock when one or more stats reach a predefined threshold. |
For automatically-unlocking, title-managed achievements, the achievements interface works in conjunction with the Stats Interface. You must configure the engine for this mechanism to set up unlock rules for achievements and establish conditions based on stats defined with stats interface configuration. |
DefaultEngine.ini |
For automatically-unlocking, title-managed achievements to update based on stats changes, you must set the bIsTitleManaged flag to true. This flag configures the client to listen for the Online Services Stats Interface's FStatsUpdated event to automatically update achievement state in response to stats changes. The bIsTitleManaged flag's default value is false. If you do not set this flag to true, achievements will not automatically update based on stat changes configured in the achievements definitions in DefaultEngine.ini. |
The list of Conditions within UnlockRules contains individual condition pairs. Achievements can depend on one or more stats coupled with an UnlockThreshold. An achievement unlocks only after every stat in its associated Conditions list has met or exceeded the predefined threshold. |
Below is an achievements interface example configuration with two different achievements. The first achievement is dependent on a single stat named Total_Distance that records the total distance a player has traveled in meters. The second achievement is dependent on three different stats to unlock: Distance_Run, Distance_Swim, and Distance_Cycle, all measured in meters. |
DefaultEngine.ini |
The purpose of the achievements interface is to read achievement definitions and state. Below is a high-level description of the steps involved in reading definitions and state. For code examples, the process of querying and getting information using any Online Services interface is very similar to the example outlined in the Stats Interface documentation to query and get stats. |
The Achievements interface can read the definition of any achievements configured on the platform services by following these steps: |
The FAchievementDefintion struct represents achievement definitions. For platform service managed achievements, the definition includes the stats associated with the achievement and their unlock thresholds, above which, the achievement automatically unlocks. |
After you query and retrieve a player's achievement definitions as explained in the Achievement Definition section, use QueryAchievementStates and GetAchievementState to read player achievement states: |
For title managed achievements, the progress is a binary 0.0 (locked) or 1.0 (unlocked). For platform-service managed achievements with stat-based unlock rules, the progress may accurately reflect the current progress toward the achievement as a percentage between 0.0 and 1.0. |
Consult the Achievements.h header file directly for more information as needed. The Achievements Interface header file Achievements.h is located in the directory: |
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