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DedicatedServerCourse/Content/Characters/Mannequins/Rigs/ABP_Quinn_PostProcess.uasset

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2026-02-24 22:47:18 -05:00
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W%}<00><><EFBFBD><EFBFBD>H+&WHW<00>%6L5U Source7_:!EE0B062E41F8A56F3915FB9BBA23EEAFSourcee<00>SL&LOL/L5L6L9L7L6P5U Reset Input Pose to Initial7_}<00>{0}{Delimiter}{1}
Delimiter!C6DAB8F243D43D83AF8B64A07DE9054C:
0!CCA632CC4EE2815CC9CA32864A813952Reset Input Pose to Initial1UObjectToolTips1AnimNode_ControlRigBase:bResetInputPoseToInitial`If this is checked the rig's pose needs to be reset to its initial
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Delimiter!9F4FB9BA479B8A3D63C0838B217B5F02:
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Delimiter!01C105D7492A90E1BC21A7A229A77027:
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Delimiter!44D81BA64839D2E423C4159CCF6EC2F8:
0!178EDA5B46BF67C06CAF4DAAFDABF14DTransfer Pose in Global Space1UObjectToolTips3AnimNode_ControlRigBase:bTransferPoseInGlobalSpaceNTransferring the pose in global space guarantees a global pose match,
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In general transforms only differ if the hierarchy topology differs
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Note: Turning this off can potentially improve performance.eGSL&LOL/L5L6L9L7L6<00>5UInput Bones to Transfer7_<00><00>{0}{Delimiter}{1}
Delimiter!BCEC8A574E78115B8B0C64884F544DE3:
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Delimiter!0C373A6B4E54C0A25D6B6DB4B42BE14D:
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Delimiter!C62B7CBD4F257A5106DD1A971816BCB4:
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Delimiter!C70D8530426F4941A61A09BF8B7B8ACF:
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* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
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Pose Link Structure
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Float (single-precision)
Alpha:
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Boolean
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Name
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Delimiter!A10F8C844F819256C03F6397FEA7DC1E:
0!41BC46574027F74D4AE86D8CCFEB8F77Eval Space Bone1UObjectToolTips"AnimNode_PoseDriver:EvalSpaceBone<00>Optional other bone space to use when reading SourceBone transform.
If not specified, we just use local space of SourceBone (ie relative to parent bone)e)SL&LOL/L5L6L9L7L6,5UEval from Ref Pose7_N<00>{0}{Delimiter}{1}
Delimiter!8441A54C42EECCEE83BB19B82ECF35AA:
0!0A0BA39E4676F1F5648D71BF57CC5CBEEval from Ref Pose1UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseFEvaluate SourceBone transform relative from its Reference Pose.
This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
If not specified, we just use local space of SourceBone (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;e)SL&LOL/L5L6L9L7L6:5U
RBFParams7_<00>{0}{Delimiter}{1}
Delimiter!EA829C9344A4816BC9E6CE8EF6835F0D:
0!B9344DFD46743EE64A77AC9E34704E0B
RBFParams1UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvere)SL&LOL/L5L6L9L7L6<00>5U Drive Source7_!<00>{0}{Delimiter}{1}
Delimiter!DB8ADBF94A6F934D62EC7C929241CBA2:
0!BFDA5A4A4F5F9779B2532189BB0B3A69 Drive Source1UObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reade)SL&LOL/L5L6L9L7L6<00>5U Drive Output7_%<00>{0}{Delimiter}{1}
Delimiter!B9181E56414BCA177C1CDCA9433E2449:
0!800F1EE542272DC397D7B1ADBA70A60D Drive Output1UObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curvese)SL&LOL/L5L6L9L7L6J5UOnly Drive Selected Bones7__<00>{0}{Delimiter}{1}
Delimiter!EB60333749EAEAE741A98FA3DF5E716A:
0!930DF3B84597078E6F2032B451EE7576Only Drive Selected Bones1UObjectToolTips,AnimNode_PoseDriver:bOnlyDriveSelectedBonesIIf we should filter bones to be driven using the DrivenBonesFilter arraye)SL&LOL/L5L6L9L7L6<00>5ULOD Threshold7_
<00>{0}{Delimiter}{1}
Delimiter!2F29D2EF417D2519E230669459145464:
0!FFDB33CD4D5B4AC5671A67ABB06D5D00 LODThreshold1UObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitede$SL&LOL/L5L6L9L7L<00><00><><EFBFBD><EFBFBD><00>0.L<00><00><00>U=9Pose Driver - Source: lowerarm_l - Node is experimental W<00>L<>2<EFBFBD>YՔN<D594><4E><1C>/`(<28><06>K<EFBFBD>m<EFBFBD><6D>e">/`(<28><06>K<EFBFBD>m<EFBFBD><6D>e">P!4857CC7D451B125855867F91C761F6C1 Source Pose<00><><EFBFBD><EFBFBD>lSource Pose
Pose Link Structure
Source Pose:
Bones to use for driving parameters based on their transformV<00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>ۢC<DBA2><43><EFBFBD><EFBFBD>G<EFBFBD>Tg<16><><EFBFBD><EFBFBD>ў<16>tI<74>N<EFBFBD>f<03><>#<23><>ў<16>tI<74>N<EFBFBD>f<03><>#<23><>'<00><00><><EFBFBD><EFBFBD>V<00><><EFBFBD><EFBFBD><00>2G<05><>ػL<D8BB>~'<27><>(U<>H<00>WHW<00>6=5U Result7_:!B5A52C0D40F85382323B249E54DEEFEAResulte<00>SL&LOL/L5L6L9L7L<00> <00>@<00><00> W<00><1F><>b<EFBFBD>mD<><44>-<2D>p9=<3D>Fu<>DWA<57> <09><>"f<>Fu<>DWA<57> <09><>"f<>=!8D6EE21E40DBA1C17E4230A34A0C7567Result<00><><EFBFBD><EFBFBD>#Result
Pose Link Structure
ResultV<00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>qI <17>CM<>4<EFBFBD>=Qi<51><69>E<00><><EFBFBD><EFBFBD> ! !L<00>W<00><00>gl]<15>H<><1D>Ԧ<EFBFBD>$<24><00>`<60><><EFBFBD><00>@<00>  <00><00> U
arm_right W<00>U*Fr<46>J<EFBFBD>E<EFBFBD>gR<>O2m<00>P<><50><EFBFBD><00><00><><EFBFBD><EFBFBD><00>0 <00><00> U arm_left W<00><00>HҴȌJ<C88C><14><><EFBFBD>\<5C><><00><00><00>@<00><00> <00><00> U
leg_right W<00>ҋ<>fGJ~C<>=<3D><><EFBFBD>Rb<00><00><00><00><><EFBFBD><EFBFBD><00>l <00><00> U leg_left W<00><00>{<7B><><EFBFBD>}N<><4E><1E><><EFBFBD>M<EFBFBD>W<00><00><00><><EFBFBD><EFBFBD>W <00><00><><EFBFBD><EFBFBD>,8^Z^ H /<2F><><EFBFBD><EFBFBD><1D><><EFBFBD><EFBFBD>0Z S@ <00><00><00> N<00> S<01>8L3L<00>WCQL<00>d<00><00><00><00> UXTThis node is disabled and will not be called.
Drag off pins to build functionality. W<00><00>0<EFBFBD><30>ݣK<>75+<2B> t +<2B><> <0B><>N<EFBFBD>'=<3D>n +<2B><> <0B><>N<EFBFBD>'=<3D>nFK2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00> |p<><70>S<EFBFBD>BN<42><4E>h<EFBFBD>'<27><>/ |p<><70>S<EFBFBD>BN<42><4E>h<EFBFBD>'<27><>/><00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><00>WF<00><><EFBFBD><EFBFBD>ENL<00><00><00><00>(L)L UXTThis node is disabled and will not be called.
Drag off pins to build functionality. W<00><00>r<EFBFBD><72>%i<>E<EFBFBD>_<EFBFBD><5F>*<2A><>!<00><>E9,uE<75>ْ<EFBFBD><08><1E>!<00><>E9,uE<75>ْ<EFBFBD><08><1E><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD>E<00>!<00><><07><17><>B<EFBFBD>g<EFBFBD><67><EFBFBD>Iϥ!<00><><07><17><>B<EFBFBD>g<EFBFBD><67><EFBFBD>Iϥ`<00><00><><EFBFBD><EFBFBD><01><00>!}|<7C>a<EFBFBD><61> C<><43> <20>#[<5B>r!}|<7C>a<EFBFBD><61> C<><43> <20>#[<5B>r<EFBFBD><00><00><><EFBFBD><EFBFBD>&Delta Time X
Float (single-precision)<<00>0.00.0<00><00><00><00><00> W<00><00><>n<EFBFBD>qEL<45><4C><EFBFBD>#\D<11>"<00><>><3E><>MM<><4D>P&9<>*"<00><>><3E><>MM<><4D>P&9<>*<2A><00><00><><EFBFBD><EFBFBD>V<00><><EFBFBD><EFBFBD><00><12><16><>)L<><4C>><1E>|V<>"4G<34><47><EFBFBD>+K<>A<17><>Y<>"4G<34><47><EFBFBD>+K<>A<17><>Y<><00><00><><EFBFBD><EFBFBD>V<00><><EFBFBD><EFBFBD><00>#<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><><00>p<><70><EFBFBD><00><00> W<00>b<>><3E>d<EFBFBD>H<EFBFBD><48>wKN<4B>#<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><>#<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><><EFBFBD><00><00><><EFBFBD><EFBFBD>V<00><><EFBFBD><EFBFBD><00>"4G<34><47><EFBFBD>+K<>A<17><>Y<>#3Af q<><71>E<EFBFBD>.<01><><EFBFBD>Ԩ#3Af q<><71>E<EFBFBD>.<01><><EFBFBD>Ԩ<00><00><><EFBFBD><EFBFBD>V<00><><EFBFBD><EFBFBD><00><05><>S<EFBFBD>]E<><45>L<EFBFBD><4C><EFBFBD> ~Dtrue<00> AnimInstance{./** Executed when the Animation is updated */!Classes/Animation/AnimInstance.h~'Executed when the Animation is updated<00>Btrue trueDtrue<00> AnimInstanceBtrue true<00>!!86C9CD1E4C6198DD5A09B39B61F6B784<00><><EFBFBD><EFBFBD>2  3  WW4 (<00><><EFBFBD><EFBFBD>W
 <00><00><><EFBFBD><EFBFBD>W  <00><><EFBFBD><EFBFBD><00><>*<2A>