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Use AndroidFileServer
Enable the AndroidFileServer plugin.
Allow Network Connection
Allow FileServer connection using the network.
Security Token
Optional security token required to start FileServer (leave empty to disable).
Include in Shipping
Embed FileServer in Shipping builds.
Allow External Start in Shipping
Allow FileServer to be started in Shipping builds with UnrealAndroidFileTool.
Compile AFSProject
Compile standalone AFS project.
Use Compression
Enable compression during data transfer.
Log Files
Log transferred files.
Report Stats
Report transfer rate statistics.
Connection Type
USB Only Network Only USB and Network Combined
Use Manual IP Address?
Defines whether to use manual IP address instead of automatic query from device. Use only for single-device deploys.
Manual IP Address
IP address of the device to use.
Remarks
Defines how to connect to the file server. You can choose from the following options:
Look At
With the Loot At Animation Blueprint node, you can drive a bone's rotation to follow a point of reference.
You can use the Loot At node to drive motion like head rotation to follow a reference point, and even set the reference point to follow the motion of another bone of the character's skeleton.
Here, the Look At node is set to drive the character's head to follow the character's hand. Then, the Look At Location is offset from the hand, and shown driving the motion form the offset location.
Here you can reference a list of the Look At node's properties.
Select the interpolation type when factoring the modified motion. Options include:
Linear: Blends along a linear trajectory. Cubic: Blends along a cubic trajectory. Sinusoidal: Blends along a sine wave trajectory. Ease in Out Exponent 2: Blends in and then out, along a squared trajectory. Ease in Out Exponent 3: Blends in and then out, along a cubed trajectory. Ease in Out Exponent 4: Blends in and then out, along a quartic trajectory. Ease in Out Exponent 5: Blends in and then out, along a quintic trajectory.
Set a clamp to limit the angles the Bound Bone can rotate on the X, Y, and Z axes.
Property Reference
Bone to Modify
Select the bone from the character's skeleton to be driven with the Look at Target and Look at Location properties.
Look at Axis
Set the axis of the Bone to Modify to point towards the Look at Target. A value of 1 will enable the axis to be factored, a value of 0 will disable the axis to be factored. A value set of (0, 0, 0) will allow a default axis to be used. You can also enable the axis to be factored in local space by enabling the Local Space property. When the Local Space property is disabled, the axis will be factored in world space.
Use Look Up Axis
When enabled, the Bound Bone will be pointed towards the Look Up Axis.
Interpolation Type
Select the interpolation type when factoring the modified motion. Options include: Linear: Blends along a linear trajectory. Cubic: Blends along a cubic trajectory. Sinusoidal: Blends along a sine wave trajectory. Ease in Out Exponent 2: Blends in and then out, along a squared trajectory. Ease in Out Exponent 3: Blends in and then out, along a cubed trajectory. Ease in Out Exponent 4: Blends in and then out, along a quartic trajectory. Ease in Out Exponent 5: Blends in and then out, along a quintic trajectory.
Look Up Axis
When Use Look Up Axis is enabled, set the axis to align the Bone to Modify with the Look at Target. You can also enable In Local Space, to factor the axis in local space. When In Local Space is disabled, the axis will be factored in world space.
Look at Clamp
Set a clamp to limit the angles the Bound Bone can rotate on the X, Y, and Z axes.
Interpolation Time
Set the duration of time, in seconds, to perform the interpolation using the Interpolation Type.
Interpolation Trigger Threshold