text
stringlengths
0
17.2k
This setting controls the power-of-2 interval between grid reference lines in orthographic viewports.
Common Rot Grid Sizes
Use this array to customize the Common rotation grid intervals. These values display in the Level Viewport's toolbar, under the Rotation Grid Snap dropdown.
Divisions Of 360Rot Grid Sizes
Use this array to customize the Divisions of 360 rotation grid intervals. These values display in the Level Viewport's toolbar, under the Rotation Grid Snap dropdown.
Scaling Grid Sizes
Use this array to customize scaling grid intervals. These values display in the Level Viewport's toolbar.
Remarks
This technique is useful for walkways, walls, doors, or any other object that needs to be placed precisely in relation to another object.
Modify Curve
With the Modify Curve Animation Blueprint node, you can blend, scale and remap Animation Curves at runtime.
By right-clicking the Modify Curve node in the AnimGraph, you can select one of the character's Animation Curves from the Add Curve Pin option in the context menu to add a pin that corresponds to the selected Animation Curve.
Here, a Hue Shift curve has been added to the Modify Curve node to alter the hue of the characters material.
Here you can reference a list of the Modify Curve node's properties.
Set the method to apply the modification to the Animation Curve. The application modification options include:
Property Reference
Here the Hue Shift curve has been set to a static value of 1.0 on the Modify Curve Node in the AnimGraph. This returns a static value from the curve, resulting in the character displaying a single color material.
Here a sine wave is set to drive the Hue Shift curve value on the Modify Curve node in the AnimGraph. This returns a dynamic value, resulting in the character displaying a rotating color material.
Curve Map
Here you can set any curve maps. Curve maps are associative, unordered containers that associate a set of keys with a set of values. Each key in a map must be unique, but values can be duplicated.
Curve Values
Curve values are the values used to drive curve modifications. You can add a new curve by right-clicking the Modify Curve node in the AnimGraph and selecting one of the character's Animation Cures from the Add Curve Pin option in the context menu. These added curve pins can then drive their respective curves with a value.
Alpha
Set the alpha value to control the blend of the modified curve pose and the source animation pose. By default this property appears as a pin on the node in the AnimGraph.
Apply Mode
Set the method to apply the modification to the Animation Curve. The application modification options include:
Remarks
Add: Add new value to input curve value.Scale: Scale input value by new value.Blend: Blend input with new curve value, using alpha setting on the node.Weighted Moving Average: Bend the new curve value with the last curve value using Alpha to determine eht weighting. For example, .5 is a moving average, higher values react to new values faster lower slower.Remap Curve: Rempas the new curve values between the Curve Values entry and 1.0. For example, .5 in Curve Values makes 0.51 map to 0.02.
Animation Compression Library
The Animation Compression Library (ACL) is a plugin that introduces more robust and customizable compression codecs that you can use to further customize your animation compression.
The ACL Plugin comes pre configured with both a Bone and Curve Compression Settings assets that you can use to compress any of your project's Animation Sequences. You can access these Compression Settings assets in the following location: Engine > Plugins > Animation Compression Library Content.
Additionally you can create new Bone and Curve Compression Settings assets and set the Codec property to use the Anim Compress ACL option to access its functionality
It is recommended to use the default Anim Compress ACL codec for most projects, which is designed to produce the most optimal results for most use cases.
To change the default Compression Settings asset that is used during packaging, you will need to edit the BaseEngine.ini, or equivalent file, in your project under the Animation.DefaultObjectSettings section.
The relevant entry is the: BoneCompressionSettings="/Engine/Animation/DefaultAnimBoneCompressionSettings.
This entry points to the default Compression Settings assets contained within the Engine Content folder. You can change it to point to any other suitable asset of your choice by modifying the entry to use a different path, such as one that points to the default ACL Compression Settings assets, or any custom Compression Settings assets.
To set the default compression settings asset to use the default ACL Compression Settings asset, use the following entry path: BoneCompressionSettings="/Plugins/AnimationCompressionLibraryContent/ACLAnimBoneCompressionSettings
To set the entry to use a custom asset, the path will point to wherever your asset is stored. For example, BoneCompressionSettings="/Game/Compression/MySettings for a file located in the following file path: .../MyProject/Content/Compression/MySettings.uasset.
The Anim Compress ACL codec favors as safe a compression as possible and so it is not recommended to perform much settings tuning. If you need more powerful compression or wish to explore more robust compression features, you can optionally use the Anim Compress Custom ACL codec which allows for more advanced options and settings tuning and is designed to be used for debugging purposes.
Here you can reference a list of the ACL Codec properties and a description of their function. All units are in Unreal Units (cm).
Set the Compression level to use from the five available levels. Higher levels will be slower to compress but can yield a lower memory footprint. It is important to test your compression results to find the best results for your project.
The compression level dictates how aggressively ACL tries to optimize the memory footprint. Higher levels will yield a smaller memory footprint but take longer to compress while lower levels will compress faster with a larger memory footprint. Medium strikes a good balance and is suitable for production use.
Set the Default virtual vertex distance for normal bones.
Choosing an appropriate value for the Default Virtual Vertex Distance is important. The default value of 3cm is generally suitable for ordinary characters but large objects or exotic characters might require fine tuning. UE also has support for special bones that require more accuracy. By default, every bone that has a socket attached will be deemed as needing high accuracy as well as any bone that contains one of the substrings present in UAnimationSettings::KeyEndEffectorsMatchNameArray. Common substrings included are: hand, eye, IK, camera, etc. For those special bones, the Safe Virtual Vertex Distance is used instead.
The error threshold to use when optimizing and compressing the animations sequence. Lower values allow for less error, while higher values allow for less error.
The ACL optimization algorithm will attempt to aggressively remove everything it can until the error exceeds a specified Error Threshold. For this reason, the threshold is very important and it should be very conservative. A default value of 0.01cm is appropriate for cinematographic quality and most likely does not require any tuning. The error threshold works in conjunction with the virtual vertex distance since the error is measured on the virtual vertices.