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Set a scale alpha to apply the Relation Speed Scale Input Processor properties. A value of 0 will disable the effect, while a value of 1 will fully enable the effect. Values greater than 1 will act as a multiplier.
Trail Relaxation Speed
Here you can use the Trail relaxation speed graph to set a curve to define the behavior at which the transform returns to the animated pose. Using the graph editor in the property's settings, you can edit the beginning and ending point of the graph to control how the behavior of the chains return to the animated pose. Or right click the graph to add a new point on the graph to manipulate the curves position. The graph's X-axis is ranged from 0 to 1, and it is mapped to the chain of joints. 0 represents the last joint in the chain and 1 represents the closest joint to the Trail Bone. The graph's Y-axis controls the rate at which the delayed motion is passed to the next joint in the chain. Values less than or equal to 0 will prevent joints from continuing to pass the delayed motion. Higher values will pass the delayed motion on quickier. The Y-axis operates as an absolute value to prevent frame dependency. The default range is from 5 to 10 resulting in a faster return from the root joint to the bottom joint.
Limit Stretch
Enable a constraint on the structures stretching. This constraint can be set in the Stretch Limits property.
Limit Rotation
Enable rotation constraints and offsets on each chain point. Rotation constraints can be set on each chain point using the Indexes within the Rotation Limits property.
Use Planer limit
Enable planer constraints to eliminate motion past set planes. These planes can be added and set in within the Planer Limits property.
Max Delta Time
To avoid hitches caused by stretching the chain, you can use this property to clamp the length of the delta time. For example, if you want a 30 fps trail animation playback, set this property to 0.03333f (or 1/30).
Rotation Limits
Set the rotation limits at each joint along the chain points. The highest Index number represents the Trail Bone and Index 0 represents the furthest bone from the Trail Bone in the chain. Limit Min: Set the minimum range of rotation on the X, Y and Z axis. Limit Max: Set the maximum range of rotation on the X, Y and Z axis.
Rotation Offsets
Set a rotational offset, in degrees, for each joint's X, Y, and Z axes, along the chain. The highest Index number represents the Trail Bone and Index 0 represents the furthest bone from the Trail Bone in the chain.
Planer Limits
Add and set planer limits to constrain the chain's motion from crossing a plane. After adding a planer limit with Add (+), you can adjust the following properties to set up a plane limit: Driving Bone: Select a bone from the character's skeleton that will become the reference point to set the Plane Transform properties. Plane Transform: Set the planer properties, Location, Rotation, and Scale, to limit the chain's motion, in context to the Driving Bone.
Stretch Limits
Select how far the chain structure can stretch from the reference pose. A value of 0 will disable stretching, while values greater than 0 will increase the amount of stretching that is possible.
Actor Space Fake Vel
When enabled, simulated velocity will be applied in actor-space. When disabled, simulated velocity will be applied in world-space.
Fake Velocity
Here you can set the the simulated velocity vector that will be applied to the Base Joint.
Base Joint
Here you can select a bone from the character's skeleton to serve as the base joint that can receive a simulated velocity vector to apply motion to the chain.
Reorient Parent to Child
When enabled, child bones are free to rotate to preserve the structure integrity.
Last Bone Rotation Anim Alpha Blend
This property controls the blend between the parent joint of the structure and animated pose. With a value of 0, the last joint will copy the previous joints alpha. A value of 1 will use the animated pose.
Enable Debug
Enables debug drawing in the preview viewport.
Show Base Motion
Draws red lines that follow the basic transform path, (X, Y and Z axes) of the structure. A dot will be drawn on the line to indicate the location of the joint before the application of any motion.
Show Trail Location
Draws color coded sections of lines, to delineate different segments of the chain, between each joint in the chain.
Show Limit
Draws any planer limits.
Debug Life Time
This value determines the duration of time any debug feature remains drawn in the viewport, in seconds.
Remarks
Here you can reference a list of the Trail Controller nodes Debug properties.
Actor Ticking
"Ticking" refers to running a piece of code or Blueprint script on an actor or component at regular intervals, usually once per frame. Understanding the order in which your game's actors and components tick relative to each other and other per-frame tasks performed by the engine is essential to avoid off-by-one frame issues, as well as to ensure consistency in the way your game runs. Actors and components can be set up to tick each frame, at set minimum time intervals, or not at all. In addition, they can be grouped together at different phases in the engine's per-frame update loop, and can be individually instructed to wait for specific ticks to complete before beginning.
Actors and components are ticked once per frame, unless a minimum ticking interval is specified. Ticking happens according to tick groups, which can be assigned in code or Blueprints. An actor or component's tick group is used to determine when in the frame it should tick, relative to other in-engine frame processes, mainly physics simulation. Each tick group will finish ticking every actor and component assigned to it before the next tick group begins. In addition to tick groups, actors or components may set tick dependency, which means that they will not tick until the specified other actor's or component's tick function is finished. Using tick groups and tick dependency can be vital to ensuring that your game works properly with regard to physics-dependent behaviors, or sequential gameplay behaviors that involve multiple actors or components.
The following are the tick groups available for gameplay use, in the order in which they run during the frame, as well as the specific meaning and context of each group:
The AddTickPrerequisiteActor and AddTickPrerequisiteComponent functions, which exist on both actors and components, will set the actor or component on which the function is called to wait to tick until the specified other actor or component has finished ticking. This can be particularly useful for things that happen at roughly the same time in a frame, but where one actor or component sets up data that the other will need. The reason to use this over a tick group is that many actors can be updated in parallel if they're in the same group. Making one group of actors move to an entirely new group might not be needed if those actors are only individually dependent on one or two other actors, rather than needing to wait for the whole group to finish before before ticking.
As an example of how to use each of the tick groups listed above, imagine a game where the player controls an animated actor who aims a laser, which places a special targeting reticule actor at the point of impact. A special meter fills up as long as the laser stays pointed at a certain type of target object, and a HUD actor displays this meter on the screen.
The player's animated actor would move and animate in TG_PrePhysics. It needs to animate before physics in order for physics-simulated objects to follow and interact with it correctly.
The HUD can update in any tick group, but TG_DuringPhysics is a good selection for two reasons. First, TG_DuringPhysics is acceptable because it doesn't directly interact with, or use data from, the game's physics simulation. Second, it is a good idea because there is no reason to force physics simulation to wait for the HUD to finish updating, nor is there a reason to force the HUD to wait for physics simulation to finish. Note that the HUD will be one frame behind the game, i.e. pointing at a target object this frame will not be reflected in the meter until next frame.
The reticule actor would update in TG_PostPhysics. This way, the reticule knows it is tracing against the scene as it will be rendered at the end of the frame, so it knows that it will appear exactly on the surface of the object as intended. It also knows that it will adjust the meter value based on the correct locations of target objects.