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Rotation Limit Per Joints
Here you can define the rotation limits for each joint between the Tip Bone and the Root Bone in the chain. The starting Index will apply to the joint directly connected to the Tip Bone and sequentially work up the chain until the joint that is adjacent to the Root Bone.
Remarks
Button Actor Blueprint | Character Blueprint | Character Animation Blueprint
Transform Bone
You can use the Transform (Modify) Bone Animation Blueprint node to transform (Translation, Rotation, and Scale) a specified bone.
After selecting a bone to control with the Bone to Modify property, you can select the kind of transform mode within the Translation, Rotation, and Scale property sections. Here the character's upperarm_l has been selected and additive transforms are being made using the controller in the viewport.
The Transform Bone node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint.
Here you can reference a list of the Transform Bone node's properties.
Control the translation of the selected bone. By default the translation coordinates are controllable in the AnimGraph.
With the Translation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing translation on the bone, Replace Existing to replace any translation on the bone with the translation the node is performing, and Add to Existing which will add the Transform Bone's translation to any existing Translation on the bone.
You can also set the Translation Space of the node to control the space the translation is applied. You can set the following options:
Control the rotation of the selected bone. By default the rotation coordinates are controllable in the AnimGraph.
With the Rotation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing rotation on the bone, Replace Existing to replace any rotation on the bone with the rotation the node is performing, and Add to Existing which will add the Transform Bone's rotation to any existing rotation on the bone.
You can also set the Rotation Space of the node to control the space the rotation is applied. You can set the following options:
Control the scale of the selected bone. By default the scale coordinates are controllable in the AnimGraph.
With the Scale Mode property you can set the node to Ignore the modifications made by the node, retaining any existing scale on the bone, Replace Existing to replace any scale on the bone with the scale the node is performing, and Add to Existing which will add the Transform Bone's scale to any existing scale on the bone.
Property Reference
Bone To Modify
Select a bone from the character's skeleton to control with the Transform Bone node.
Translation
Control the translation of the selected bone. By default the translation coordinates are controllable in the AnimGraph. With the Translation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing translation on the bone, Replace Existing to replace any translation on the bone with the translation the node is performing, and Add to Existing which will add the Transform Bone's translation to any existing Translation on the bone. You can also set the Translation Space of the node to control the space the translation is applied. You can set the following options: World Space: Applies the translation based on the absolute position in world space. Component Space: Applies the translation based on the bones position in relation to the Skeletal Mesh's reference frame. Parent Bone Space: Applies the translation based on the bones position in relation to its parent bone. Bone Space: Applies the translation based on the bone's own reference frame.
Rotation
Control the rotation of the selected bone. By default the rotation coordinates are controllable in the AnimGraph. With the Rotation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing rotation on the bone, Replace Existing to replace any rotation on the bone with the rotation the node is performing, and Add to Existing which will add the Transform Bone's rotation to any existing rotation on the bone. You can also set the Rotation Space of the node to control the space the rotation is applied. You can set the following options: World Space: Applies the rotation based on the absolute position in world space. Component Space: Applies the rotation based on the bones position in relation to the Skeletal Mesh's reference frame. Parent Bone Space: Applies the rotation based on the bones position in relation to its parent bone. Bone Space: Applies the rotation based on the bone's own reference frame.
Scale
Control the scale of the selected bone. By default the scale coordinates are controllable in the AnimGraph. With the Scale Mode property you can set the node to Ignore the modifications made by the node, retaining any existing scale on the bone, Replace Existing to replace any scale on the bone with the scale the node is performing, and Add to Existing which will add the Transform Bone's scale to any existing scale on the bone. World Space: Applies the scale based on the absolute position in world space. Component Space: Applies the scale based on the bones position in relation to the Skeletal Mesh's reference frame. Parent Bone Space: Applies the scale based on the bones position in relation to its parent bone. Bone Space: Applies the scale based on the bone's own reference frame.
Remarks
You can also set theScale Spaceof the node to control the space the scale is applied. You can set the following options:
Animation Modifiers
Modifiers
Default Animation Modifiers
Set of Animation Modifiers to be added whenever a new Animation Sequence is imported.
Apply Animation Modifiers on Import
Defines whether or not to apply animation modifiers post import or reimport.
Accessing Logs and Crash Reports on iOS and tvOS
iOS applications built with Unreal Engine produce crash logs that developers can use to debug their projects and fix code issues. However, for security reasons, the debug symbols are not available with the crash logs themselves. You will see keys and numbers, but to see names of functions or information about variables in a human-readable format, you need to match your logs to a database of symbols for your project.
There are several processes for re-symbolicating your logs and reading them, depending on how you delivered your debug builds to devices. TestFlight is Apple's application for delivering test builds to a large number of possible devices, and it provides logs from those builds to developers. You can also obtain logs directly through USB debugging.
You need a Mac and Xcode to read logs for iOS projects. Other operating systems and IDEs will not work with the workflows on this page.
If you are debugging directly through USB or Ethernet, follow these steps to view a symbolicated crash log:
In Xcode, from the main menu, select Window > Devices and Simulators.
Click the iPhone you want to obtain crash data from, then click View Device Logs.
Control-click the log you want to read, then click Re-Symbolicate and export Log.
This will provide a human-readable log with debug symbols.
When an application delivered through TestFlight crashes, it produces an XCrashPoint file containing crash information. To read these files, you need a .dSYM file with debug symbols for your project, then you need to extract the crash report and re-symbolicate it.
For specific information about deploying applications through TestFlight and accessing logs, refer to Apple's documentation on TestFlight. This section will provide information about how to symbolicate them once you have obtained them.
To generate a .dSYM file when you package your project, follow these steps:
Open Unreal Editor.
Open your Project Settings, then navigate to Platforms > iOS > Build.
Enable Generate dSYM file for code debugging and profiling.