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Set a list of animation curves that should not use inertial blending. These curves will instantly change when inertial blending. To filter a curve, use (+) to add a new array to the property, then set the curve by typing the curve's name in the provided Index field.
Filtered Bones
Set a list of bones from the character's Skeleton that should not use inertial blending. The motion from these bones will instantly change when inertial blending. To filter a bone, use (+) to add a new array to the property, then select the bone from the Skeleton hierarchy using the drop-down menu in the provided Index field.
Extrapolation Half Life
Set the average half-life of decay in seconds to use when extrapolating the animation. To get the final half-life of decay this value will be scaled by the amount to which the velocities of the animation being transitioned from are moving toward the animation being transitioned too.
Minimum Extrapolation Half Life
Set the minimum half-life of decay in second to use when extrapolating the animation. This will be used when the velocities of the animation being transitioned from are very small or moving away from the animation being transitioned too.
Maximum Extrapolation Half Life
Set the maximum half_life of decay in seconds to use when extrapolating the animation. This will dictate the longest decay duration possible when velocities of the animation being transitioned from are small and moving towards the animation being transitioned too.
Maximum Translation Velocity
Set the maximum velocity to allow for extrapolation of bone translations, in centimeters per-second. Smaller values may help prevent the pose from breaking during blending but too small values can make the blend less smooth. The default value is 500.0.
Maximum Rotation Velocity
Set the maximum velocity to allow for extrapolation of bone rotations in degrees per second. Smaller values may help prevent the pose from breaking during blending but too small values can make the blend less smooth. The default value is 360.0.
Maximum Scale Velocity
Set the maximum velocity to allow for extrapolation of bone scales. Smaller values may help prevent the pose from breaking during blending but too small values can make the blend less smooth. The default value is 4.0.
Maximum Curve Velocity
Set the maximum velocity to allow for extrapolation of curves. Smaller values may help prevent extreme curve values during blending but too small values can make the blending of curves less smooth. The default value is 100.0.
Preallocate Memory
When enabled the Dead Blending node will pre-allocate memory, rather than allocate and deallocate memory when blending becomes active and inactive. This property can improve performance, but causes larger memory usage, in particular when you have multiple Dead Blending nodes in an Animation Graph that are not all used at once.
Show Extrapolations
When enabled, the Dead Blending node will output a pose that matches the extrapolation. A debug drawing will be rendered that shows what the extrapolation of the animation being generated looks like.
Remarks
Inertialization properties can also be defined in anAnimation Layersor from aLinked Anim Graph. After selecting a Graph from theMy Blueprintspanel you can find theGraph Blendingsection of properties in theDetailspanel. An Animation Layer can blendinorout, but only viainertial blending. AnInertializationorDead Blendingnode must be placed anywhere after theLinked Anim Layernode that links this Animation Blueprint. A negative value means the blend time will be determined by the other incoming or outgoing Animation Layer.
Spring Controller
With the Spring Controller Animation Blueprint node, you can apply a controlled stretch to bone from a character's skeleton.
Here is an example of the Spring Controller node being used to simulate movement of non-animated bones by applying a force in the opposite direction for the character's motion.
Property Reference
Spring Controller Disabled
Spring Controller Enabled
Spring Bone
Select the bone from the character's skeleton to apply the Spring Controller node to.
Max Displacement
Set the maximum distance the bone can stretch from the reference pose location, in Unreal Engine units, when Limit Displacement is enabled.
Spring Stiffness
Set a multiplier value used to calculate the stiffness of the spring. Larger values require more bone velocity to displace the bone and result in a larger applied force with quicker reactive movements.
Spring Damping
Set a multiplier to reduce the Spring Bones's velocity, to create smoother and more controlled results.
Error Reset Thresh
Set a threshold to reset the Spring Bones in Unreal Engine units. If the Spring Bone stretches more than this amount, it resets in order to avoid errors introduced by sudden, large displacements such as those caused by teleporting Actors.
Limit Displacement
When enabled the Max Displacement property will be considered.
Remarks
Here you can reference a list of the Spring Controller node's properties.
Animation Insights
Animation Insights is a Plugin for Unreal Engine that you can use to profile and observe your project's gameplay and animation systems' performance in real time, using visually rendered trace data. By recording trace information during PIE (Play in Editor) simulation, you can monitor your project's performance bottlenecks, in relation to frame rate targets, in order to find optimization opportunities.
The Animation Insights plugin contains a performance graph that you can use to observe gameplay and animation system performance, in addition to animation states and live behavior updates, such as variable and blend values over time. By tracing your project's data, Animation Insights will track changes in data values, and plot that information into color coded tracks, which you can use to debug and optimize your project.
You can enable trace recording, to observe changes in your project's data, for the following data types:
Using Trace Data Filtering you can select the specific trace data types written out to the recorded data set. You can also select the individual gameplay objects that output trace data using Source Filtering.
After installing the plugins, open the Animation Insights and Trace Data Filtering panels. Navigate in the Menu Bar to Tools > Profile and select both the Animation Insights and Trace Data Filtering options.
You can enable Trace Channel Filters in the Trace Data Filtering panel, which will then populate the Animation Insights panel's graph with corresponding data in realtime.