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DedicatedServerCourse/Content/Characters/ThirdPerson/Rig/ABP_Manny_PostProcess.uasset

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2026-02-24 22:47:18 -05:00
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a <00> ' *<00>+8<00>"<00> <00><><EFBFBD><EFBFBD><00>\<00>6<00>_<00>g\"<00> <00><><EFBFBD><EFBFBD><00>P<00>6<00><00><00>"<00> <00><><EFBFBD><EFBFBD><00>\<00>6<00>I<00><00>"<00> EV<10>$0 <00><><EFBFBD><EFBFBD>/0e<00>  <00><><EFBFBD><EFBFBD>e  <00><><EFBFBD><EFBFBD>e  <00><><EFBFBD><EFBFBD>e <00> <00><><EFBFBD><EFBFBD>e @ <00><><EFBFBD><EFBFBD>e `<00> <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e  X <00><><EFBFBD><EFBFBD>e  X <00><><EFBFBD><EFBFBD>e  X <00><><EFBFBD><EFBFBD>e
 X <00><><EFBFBD><EFBFBD>e  X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD>e X <00><><EFBFBD><EFBFBD><00>0/<08><00><><EFBFBD><EFBFBD><EFBFBD> e%<00>$<00><><EFBFBD><EFBFBD> T)e&Y"BYAc SourceCl <00>o<00>]V1VYV9V@VAVDVBV BZAc Reset Input Pose to InitialCl<00>UObjectToolTips1AnimNode_ControlRigBase:bResetInputPoseToInitial`If this is checked the rig's pose needs to be reset to its initial
prior to evaluating the rig.oS]V1VYV9V@VAVDVBV B`AcTransfer Input PoseCl<00>UObjectToolTips+AnimNode_ControlRigBase:bTransferInputPosebIf this is checked the bone pose coming from the AnimBP will be
transferred into the Control Rig.oS]V1VYV9V@VAVDVBV B_AcTransfer Input CurvesCl<00>UObjectToolTips-AnimNode_ControlRigBase:bTransferInputCurves_If this is checked the curves coming from the AnimBP will be
transferred into the Control Rig.oS]V1VYV9V@VAVDVBV BaAc"Transfer Pose in Global SpaceCl<00>UObjectToolTips3AnimNode_ControlRigBase:bTransferPoseInGlobalSpaceNTransferring the pose in global space guarantees a global pose match,
while transferring in local space ensures a match of the local transforms.
In general transforms only differ if the hierarchy topology differs
between the Control Rig and the skeleton used in the AnimBP.
Note: Turning this off can potentially improve performance.oS]V1VYV9V@VAVDVBV B<00>AcInput Bones to TransferCl<00>UObjectToolTips-AnimNode_ControlRigBase:InputBonesToTransfer<00>An inclusive list of bones to transfer as part
of the input pose transfer phase.
If this list is empty all bones will be transferred.oS]V1VYV9V@VAVDVBV B'AcOutput Bones to TransferCl<00>UObjectToolTips.AnimNode_ControlRigBase:OutputBonesToTransfer<00>An inclusive list of bones to transfer as part
of the output pose transfer phase.
If this list is empty all bones will be transferred.oS]V1VYV9V@VAVDVBV B*AcAsset User DataCl <00>oS]V1VYV9V@VAVDVBV B<00>Ac Event QueueClfUObjectToolTips#AnimNode_ControlRigBase:EventQueue"The customized event queue to runoS]V1VYV9V@VAVDVBV B<00>AcControl Rig ClassClcUObjectToolTips$AnimNode_ControlRig:ControlRigClassThe class to use for the rig.o<00>]V1VYV9V@VAVDVBV B
Ac
AlphaClOUObjectToolTipsAnimNode_ControlRig:Alphaalpha value handleroS]V1VYV9V@VAVDVBV BAcAlpha Input TypeCl <00>oS]V1VYV9V@VAVDVBV B-Ac bEnabledCl <00>oS]V1VYV9V@VAVDVBV B\Ac%!Set Initial Transforms From MeshCl<00>UObjectToolTips,AnimNode_ControlRig:bSetRefPoseFromSkeletonIOverride the initial transforms with those taken from the mesh componentoS]V1VYV9V@VAVDVBV BAcAlpha Scale BiasCl <00>oS]V1VYV9V@VAVDVBV B AcBlend SettingsCl <00>oS]V1VYV9V@VAVDVBV B AcAlpha Curve NameCl <00>oS]V1VYV9V@VAVDVBV BAcAlpha Scale Bias ClampCl <00>oS]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_ControlRig:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$<00><00><><EFBFBD><00>@e<00>Z<><5A>9<><39>@<40>5Z&o<16> 9<>(<28>*<<3C>O<EFBFBD><4F>EzG<7A><01>9<>(<28>*<<3C>O<EFBFBD><4F>EzG<7A><01>Y!00BC05C542AB497692AAF791E4CEA89ESource<00><><EFBFBD><EFBFBD>Source
Pose Link Structured <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00> s<>+oS<07>B<EFBFBD>3%<25>><3E>a<EFBFBD>f<><66><EFBFBD><EFBFBD>G<EFBFBD>E<EFBFBD><45>!q<><71>=<3D>f<><66><EFBFBD><EFBFBD>G<EFBFBD>E<EFBFBD><45>!q<><71>=<3D>
!328D75CA4CF8525EF5B4C4B3370781A9Alpha<00><><EFBFBD><EFBFBD>4Alpha
Float (single-precision)
alpha value handlerH<00>  1.000000 1.000000<00><00>z=<3D><><EFBFBD>5J<35>!PN<50>H<19><00>z=<3D><><EFBFBD>5J<35>!PN<50>H<19>-!C0D2076E42B283BC65151C928C0D1090 bEnabled<00><><EFBFBD><EFBFBD>Enabled
BooleanU  TrueTrue<00>3<><33>h4r8O<38><4F><EFBFBD>xKHj3<><33>h4r8O<38><4F><EFBFBD>xKHj !97BA0CEF493BA643F1DBD5A9A21F5480Alpha Curve Name<00><><EFBFBD><EFBFBD>Alpha Curve Name
Name  NoneNone<00>;DʩP<CAA9><50>D<EFBFBD>4<EFBFBD>Yg"<22>e;DʩP<CAA9><50>D<EFBFBD>4<EFBFBD>Yg"<22>e3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>ʫ<><CAAB><EFBFBD><EFBFBD>DJ<44>ܞb<DC9E>A*<2A>T)e&<00>BAc NameCl<00>UObjectToolTipsAnimNode_LinkedInputPose:NameZThe name of this linked input pose node's pose, used to identify the input of this graph.o<00>]V1VYV9V@VAVDVBV ;$<00> <20><><EFBFBD><00>@e<00> <><EE96AA><EFBFBD>@<40> =9<><39>Z  s<>+oS<07>B<EFBFBD>3%<25>><3E>a<EFBFBD> s<>+oS<07>B<EFBFBD>3%<25>><3E>a<EFBFBD>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>9<>(<28>*<<3C>O<EFBFBD><4F>EzG<7A><01>e<00>[)eS-Ri %)eS<00>Re Rg Rm R<00> R<00> 9)e6<00>T)e7<00>ke<00><00><>E<EFBFBD><00>s*<2A>>@u<><75>heM <20><><EFBFBD>?`<60>@<00>_d? heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00><00>7<EFBFBD>E<EFBFBD><00><>W?@u<><75>heM<00>}<7D>K@<00><>ư<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>j3?V T)e7<00>ke<00>@<1D>E<EFBFBD>`<1C>{?<00><><11><>heM<00><>B_@<00><>ư> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate SourceBone transform relative from its Reference Pose.
This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold 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-visitedo0]V1VYV9V@VAVDVBV ;$<00><00><00> <00><00>e<00><08>S<EFBFBD><53>aX`C<>\E28%<25> 
<0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fp
<0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fp^!5F8B2B824CEAF8ACB810D08ADBD7EB86 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00> X^<5E><>?~1L<31><4C>M<EFBFBD><4D>תm
<00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><>
<00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>es<65><01>^<5E>M<EFBFBD><4D>o<EFBFBD>f<EFBFBD><66><EFBFBD>e<00>[)eS-R %)eS<00>R<00> R<00> R<00> R R<00> R<00> 9)e6<00> T)e7<00>ke<00><00>L<EFBFBD>;<3B>@u<><75> <20><>3<EFBFBD>heMs]H@<00>s*<2A>> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00> ?V T)e7<00>ke<00><00>L<EFBFBD>;<3B>@u<><75> <20><>3<EFBFBD>heM<00><><EFBFBD><@<00>s*<2A>> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00> ?V T)e7<00>ke<00><00>L<EFBFBD>;<3B>@u<><75> <20><>3<EFBFBD>heM <20><><EFBFBD>?`I}C@<00>Ό<EFBFBD>? heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00><00>L<EFBFBD>;<3B>@u<><75> <20><>3<EFBFBD>heM`1\<5C>>`.<2E> @<00><><EFBFBD><EFBFBD>> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>$?V T)e7<00>ke<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$<00><00><><EFBFBD><EFBFBD><00><00><00><00>e<00><08>#_<>U9nK<6E>d}C߅9  <00><>~^v<>`A<><41><EFBFBD><EFBFBD><EFBFBD>Q <00><>~^v<>`A<><41><EFBFBD><EFBFBD><EFBFBD>Q^!8C0664884466602D4D27DAA3DDD07FCF Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><00>t<EFBFBD><1F><10>H<EFBFBD>?<3F><><14><> 8<>M<EFBFBD> /2F<32><46><44><C99E><EFBFBD> 8<>M<EFBFBD> /2F<32><46><44><C99E><EFBFBD>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00><00>g<EFBFBD><67>V<EFBFBD>)C<>E<EFBFBD>S<EFBFBD>9<EFBFBD><39>e<00>/[)eS-Rx %)eS<00>Rn Rv R~ Rr Rs Ro 9)e6<00>,T)e7<00>ke<00> <20><><02><00>+<2B>?@9<>#<23>heM<00><><EFBFBD><EFBFBD>?@<1B>@`<60>!@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>y ?V T)e7<00>ke<00>@<16><02>`}<<3C>?<00>G<EFBFBD>#<23>heM <20><>@<00>ļ.<2E>`<60>y@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>z ?V T)e7<00>ke<00><00><><EFBFBD><02><00>&<26><>?@<40><>#<23>heMF<><19> E<>\<5C>@<40><> <20> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>|[?V T)e7<00>ke<00>@S<><02><00>T<EFBFBD><54>?<00><><EFBFBD>#<23>heM  @@_<>W<EFBFBD><00><>6 <0B> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;
@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>z.?V T)e7<00>ke<00>@s<><02><00> 7<>?<00><03>#<23>heM`vG<>@ <0C>,<2C><00><>G'@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>{3?V T)e7<00>ke<00><00>8<EFBFBD><02><00><><EFBFBD>?<00><><EFBFBD>#<23>heM@<40><>@e]<5D>`k<><17> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>zo?V T)e7<00>ke<00>`<04><02><00>+<2B>?<00>0<EFBFBD>#<23>heM;<3B>L@<00><><EFBFBD>@<00>J<.@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>}8?V T)e7<00>ke<00><00><><EFBFBD><02> <20>,<2C>?<00><07>#<23>heM drT@@<40>4R@<00><><EFBFBD>S@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>}V?V FeF<00>X<00><00>d<00>E<00>@B<><00><00>d<00>!<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$<00><00><00> <00><00>e<00><07><>| SD<53><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>  <00><><EFBFBD><EFBFBD>Y<>J<EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD>Y<>J<EFBFBD><EFBFBD>vɗ^!E42580324DCB025E108E96956E95A95E Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>%A<1B>`<60><>M<EFBFBD>s<EFBFBD>.<2E><> X^<5E><>?~1L<31><4C>M<EFBFBD><4D>תm X^<5E><>?~1L<31><4C>M<EFBFBD><4D>תm3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>
<0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fpe<00>/[)eS-R<00> %)eS<00>Rq Rw R Ru Rt Rp 9)e6<00>,T)e7<00>ke<00>@<40><><02><00> <0A><>?<00> <20>#@heM <20><>@<00>3<EFBFBD>d@`<60>y@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00> ?V T)e7<00>ke<00><00><><EFBFBD><02>Ė<>? 7<>#@heM;<3B>L@<00>z<EFBFBD>e<EFBFBD><00>J<.@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>8?V T)e7<00>ke<00><00><01><02>Ė<>?<00>,<2C>#@heM<00> @@f<>@-<2D> @ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00>`<60><><02>`G8<47>?@<40><>#@heM  @@<40>U@<00><>6 <0B> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V T)e7<00>ke<00>O<><02><00><><19>?@<40><>#@heM <20>+ @`2`@<00><><EFBFBD>
@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>.?V T)e7<00>ke<00><00>*<2A><02>@<40><><EFBFBD>?<00>.<2E>#@heM<00><><EFBFBD><EFBFBD>? <20><>e<EFBFBD>`<60>!@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00> ?V T)e7<00>ke<00>~<7E><02><00><><EFBFBD>?<00>`<60>#@heM crT@<00><05>Z<EFBFBD><00><><EFBFBD>S@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>V?V T)e7<00>ke<00>`<60><><02>@~<7E><>?`d<>#@heM<00>vG<>@<0F>d@<00><>G'@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>3?V T)e7<00>ke<00><00><><EFBFBD><02><00>$<24><>?<00>$<24>#@heM@<40><>*@@f@<00><><EFBFBD> @ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00> ?V T)e7<00>ke<00><00><><EFBFBD><02><00><><EFBFBD><EFBFBD>?<00><><EFBFBD>#@heM<00><>TP@C<>7<EFBFBD><00>L d@ he
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$<00><00><00><00><00><00>e<00><08><><02><>
<EFBFBD>@<40>2MB<4D>N<08>  <00> I<>)<29>B<EFBFBD>ԉ<>t_z <00> I<>)<29>B<EFBFBD>ԉ<>t_z^!72081B0F42C81190E3742DA424ED5CF7 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><00>8<EFBFBD><38><EFBFBD><EFBFBD>CC<43><43><19><><EFBFBD><EFBFBD><EFBFBD> <00>)<29>5<EFBFBD>PA<><02>U <20> <00>)<29>5<EFBFBD>PA<><02>U <20> 3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00> <0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fpe<00>5[)eS-R<00> %)eS<00>R<00> R<00> R<00> R<00> 9)e6<00>2T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM`LA<4C><00>}<7D>J<EFBFBD><00><05>@@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>.?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM<00>Ԥ @@<40><15><><00><><12> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>8?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM<00>J<EFBFBD>O@`a<> <20>@vN@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>G?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM`s"T<>@<19><@`<60>M<<3C> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>
@<00><><EFBFBD><14> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM<00><>VG<56><00><><EFBFBD>"<22><00><>l@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00> ?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM<00>J<EFBFBD>O@`b<> <20><00>*<2A>#<23> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM@<40>Q?<3F><00><><EFBFBD>U@<00>]<5D>7@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00>`=<3D>1@<00><><11><>`1\ݾheM<00><><EFBFBD>@<00><><EFBFBD>V@`<60>SG<53> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V FeF<00>X<00><00>d<00>E<00><00>B<EFBFBD><00><00>d<00>!
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$<00>@<40><><EFBFBD><00>0<00><00>e<00><1D><><EFBFBD>;MTD<54>+$<24>z<EFBFBD><7A> <00><><16><>!E<><45><EFBFBD>~M<><4D>w<00><><16><>!E<><45><EFBFBD>~M<><4D>w^!30BD629142C9641901F635B9CB98CD6D Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><00>-zJB^L<><05><>g<EFBFBD><67>OۢC<DBA2><43><EFBFBD><EFBFBD>G<EFBFBD>Tg<16><><EFBFBD><EFBFBD>ۢC<DBA2><43><EFBFBD><EFBFBD>G<EFBFBD>Tg<16><><EFBFBD><EFBFBD>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>/`(<28><06>K<EFBFBD>m<EFBFBD><6D>e">e<00>5[)eS-R<00> %)eS<00>R<00> R<00> R<00> R<00> 9)e6<00>2T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM <20><>?<3F>@x<>
@<00><><EFBFBD><14> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM mE<6D><00><0E>9@`<60>5<> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM<00><><EFBFBD>H@<00><><EFBFBD>8<EFBFBD><00>t<EFBFBD>T<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM<00>J<EFBFBD>O@`a<> <20>@vN@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>G?V T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM<00><><EFBFBD>@<00><><EFBFBD>V@`<60>SG<53> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V T)e7<00>ke<00><00>C<EFBFBD>1<EFBFBD><00><><EFBFBD>о<00><><EFBFBD><?heM J<>O@ b<> <20>@*<2A>#<23> h
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold 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-visitedo0]V1VYV9V@VAVDVBV ;$ <00> <20><><EFBFBD><00><00><00><00>e<00>}r%)<29><><EFBFBD>L<EFBFBD>h<EFBFBD>lG~2<> gd+<2B><>Z6G<36><47><EFBFBD>k'<27><>gd+<2B><>Z6G<36><47><EFBFBD>k'<27><>^!68214C8A44F69CE144272287C7E0C8A5 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><00><>W/&j<>F<EFBFBD>3e<33>?\<5C><00>t<EFBFBD><1F><10>H<EFBFBD>?<3F><><14><><00>t<EFBFBD><1F><10>H<EFBFBD>?<3F><><14><>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00> <00><>~^v<>`A<><41><EFBFBD><EFBFBD><EFBFBD>Qe<00>[)eS-Rk %)eS<00>Rf Rh Rn R<00> R<00> 9)e6<00>T)e7<00>ke<00>`<60><>E@<00><00><><EFBFBD><EFBFBD>>heM <20><><EFBFBD>?<00><>@<00>_d? heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00>'<27>E@<00>h<EFBFBD>W?<00><><EFBFBD><EFBFBD>>heM<00>}<7D>K@<00><><EFBFBD><EFBFBD><EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>l3?V T)e7<00>ke<00> A<>E@<00><><EFBFBD>{?heM<00><>B_@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>ly?V T)e7<00>ke<00><00>P<EFBFBD>E@<00><><EFBFBD>q?heM`1\<5C>><00><>W@<00><><EFBFBD><EFBFBD>> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$!<00><00><00><00><00><00>e<00><08><>G<EFBFBD>Y<EFBFBD>A@<40><><EFBFBD><EFBFBD><00>C<EFBFBD>  <0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fp <0B><>R<EFBFBD><52><EFBFBD>N<EFBFBD> <09><><EFBFBD>fp^!7E0007214BDA56DD481DE088DBF5B7F5 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00> <00>)<29>5<EFBFBD>PA<><02>U <20> <00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><><00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00><00>?<3F><><EFBFBD>z<EFBFBD>F<EFBFBD>_<><5F>q<>e<00>[)eS-Ru %)eS<00>R<00> Rz R` R| 9)e6<00>T)e7<00>ke<00> <20>@G <09><><00><><EFBFBD><EFBFBD><EFBFBD>heM`25T<35><00>#c<>@ohd@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00> <20>@G <09><><00><><EFBFBD><EFBFBD><EFBFBD>heM@<40><>N<EFBFBD> -n]@<00>/<2F>Z<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>x?V T)e7<00>ke<00> <20>@G <09><><00><><EFBFBD><EFBFBD><EFBFBD>heM<00><><EFBFBD>N<EFBFBD><00>wPd<50>@<40>e@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>w?V T)e7<00>ke<00> <20>@G <09><><00><><EFBFBD><EFBFBD><EFBFBD>heM<00><>:L<>`<60><>V<EFBFBD>t@Z@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$"<00><00><><EFBFBD><EFBFBD><00>0<00><00>e<00>^<5E><>nh<6E>oL<6F>da<64>^<5E>2 ʫ<><CAAB><EFBFBD><EFBFBD>DJ<44>ܞb<DC9E>A*<2A>ʫ<><CAAB><EFBFBD><EFBFBD>DJ<44>ܞb<DC9E>A*<2A>^!D4786507447855DEC939ED94D77A6F67 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>;DʩP<CAA9><50>D<EFBFBD>4<EFBFBD>Yg"<22>e<00>-zJB^L<><05><>g<EFBFBD><67>O<00>-zJB^L<><05><>g<EFBFBD><67>O3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00><00><><16><>!E<><45><EFBFBD>~M<><4D>we<00>[)eS-R~ %)eS<00>R<00> R{ R} Ra 9)e6<00>T)e7<00>ke<00><00>@@w <09><>`<60><><EFBFBD>?heM`25T<35><00>%<25>:@@ohd@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00><00>@@w <09><>`<60><><EFBFBD>?heM`<60>:L<>`DkV@@t@Z@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>?V T)e7<00>ke<00><00>@@w <09><>`<60><><EFBFBD>?heM@<40><>N<EFBFBD>@A|1@ @<40>e@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00><00>@@w <09><>`<60><><EFBFBD>?heM <20><>L<EFBFBD><00>wne<6E><00><>l@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$#<00>p<><70><EFBFBD><00><00><00><00>e<00><04><>F<>J<EFBFBD><4A>k<04>>@<40> <05><>S<EFBFBD>]E<><45>L<EFBFBD><4C><EFBFBD> ~<05><>S<EFBFBD>]E<><45>L<EFBFBD><4C><EFBFBD> ~^!615D400A4C9FBE73FD95B7A9C8382DC2 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>43Af q<><71>E<EFBFBD>.<01><><EFBFBD>Ԩ<00><>W/&j<>F<EFBFBD>3e<33>?\<5C><00><>W/&j<>F<EFBFBD>3e<33>?\<5C>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>gd+<2B><>Z6G<36><47><EFBFBD>k'<27><>e<00> [)eS-R<00> %)eSVR% R' 9)e6<00> T)e7<00>ke<00><00><>E<>`RC<52><43>F<>?heM<00><> <09><00><>P<05> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00>@_E<>`.Z?<00>}r$<24>heM<00>r<04><00><01>K@<00><><EFBFBD><02> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>=?V T)e7<00>ke<00><00>?E<><00>"U?<00>ۃ0?heM<00><><EFBFBD><00> ?<3F>C<EFBFBD> <20>@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>$?V FeF<00>X<00><00>d<00>E<00>B!<00><00>d<00> <00><00>4$<00><><EFBFBD><EFBFBD> T)e& BKAc Blend WeightClqUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this nodeo<00>]V1VYV9V@VAVDVBV
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate SourceBone transform relative from its Reference Pose.
This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold 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-visitedo0]V1VYV9V@VAVDVBV ;$$<00>0<00> <00><00>e<00><08><>{Ckl'N<><4E>h<EFBFBD> es<65><01>^<5E>M<EFBFBD><4D>o<EFBFBD>f<EFBFBD><66><EFBFBD>es<65><01>^<5E>M<EFBFBD><4D>o<EFBFBD>f<EFBFBD><66><EFBFBD>^!B3D3102841356748231AB4B036020204 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>
<00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><><12><16><>)L<><4C>><1E>|V<><12><16><>)L<><4C>><1E>|V<>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>3<00><>><3E><>MM<><4D>P&9<>*e<00> [)eS-R<00> %)eSVR( R& 9)e6<00> T)e7<00>ke<00><00><>E@<00><>ư>heM<00><> <09><00><>P<05> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00><00><>E@`_]U?<00> ,?heM<00><><EFBFBD><00> ?<3F>C<EFBFBD> <20>@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>$?V T)e7<00>ke<00>@uE@<00>7iZ?<00><>)<29>heM<00>r<04><00><01>K@ <20><><02> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>=?V FeF<00>X<00><00>d<00>E<00>B!<00><00>d<00> <00><00>4$<00><><EFBFBD><EFBFBD> T)e& BKAc Blend WeightClqUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this nodeo<00>]V1VYV9V@VAVDVBV B<00>AcInternal Time AccumulatorCl<00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumul
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$%<00>p<00><00><00><00>e<00><08>h<EFBFBD>y<EFBFBD>cE<63><45>\j \<5C>j <00>?<3F><><EFBFBD>z<EFBFBD>F<EFBFBD>_<><5F>q<><00>?<3F><><EFBFBD>z<EFBFBD>F<EFBFBD>_<><5F>q<>^!C35B8DB04458F85AA206F2AAEC58D402 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><00><>,kr<6B>uI<75>j<EFBFBD><6A><EFBFBD><00><>qI <17>CM<>4<EFBFBD>=Qi<51><69>qI <17>CM<>4<EFBFBD>=Qi<51><69>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>Fu<>DWA<57> <09><>"f<>e[)eS-R<00> %)eSVR<00> R<00> 9)e6<00> T)e7<00>ke<00> <20>C;@<00><>ư<EFBFBD>heM<00><>
<EFBFBD>@<40>f<EFBFBD><66><00>DQ<44> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00> <20>C;@<00><>ư<EFBFBD>heMK<><00><><EFBFBD>W<EFBFBD> n\@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V T)e7<00>ke<00> <20>C;@<00><>ư<EFBFBD>heM<00><><EFBFBD>(@`t&@<00>x<EFBFBD>J<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V T)e7<00>ke<00> <20>C;@<00><>ư<EFBFBD>heMK@`U@ n\<19> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V FeF<00>X<00><00>d<00>E<00><1B><>B!<00><00>d<00> <00><00>4$<00><><EFBFBD><EFBFBD> T)e& BKAc Blend WeightClqUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this nodeo<00>]V1VYV9V@VAVDVBV B<00>AcInternal Time AccumulatorCl<00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate SourceBone transform relative from its Reference Pose.
This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold 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-visitedo0]V1VYV9V@VAVDVBV ;$&<00><00><00>0<00><00>e<00><08><>l<EFBFBD>V<03>D<EFBFBD>݉<EFBFBD><DD89>|:<3A> 2G<05><>ػL<D8BB>~'<27><>(U<>2G<05><>ػL<D8BB>~'<27><>(U<>^!1AEDCB02450662DF492D1DA9C5A3A703 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>ў<16>tI<74>N<EFBFBD>f<03><>#<23><>%A<1B>`<60><>M<EFBFBD>s<EFBFBD>.<2E><>%A<1B>`<60><>M<EFBFBD>s<EFBFBD>.<2E><>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00> <00><><EFBFBD><EFBFBD>Y<>J<EFBFBD><EFBFBD>e[)eS-R<00> %)eSVR<00> R<00> 9)e6<00> T)e7<00>ke<00> |C;<3B>`<60>;%<25> <20><>'<27>heM<00><>
<EFBFBD>`<60>f<EFBFBD><66><00>DQ<44> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00><00>tC;<3B><00><06>&<26>`"3'<27>heMK@`U@o\<19> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V T)e7<00>ke<00>@}C;<3B>H<><1F><00>;<3B><18>heM@K<>@<40><>W<EFBFBD><00>w\@ heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>[?V T)e7<00>ke<00><00>zC;<3B>`L)<29> 9<>)<29>heM<00><><EFBFBD>(@@t&@y<>J<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00><00>?V FeF<00>X<00><00>d<00>E<00><1B><>B!<00><00>d<00> <00><00>4$<00><><EFBFBD><EFBFBD> T)e& BKAc Blend WeightClqUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this nodeo<00>]V1VYV9V@VAVDVBV B<00>AcInternal Time AccumulatorCl<00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate 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, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
* when the component LOD becomes 3, it will stop update/evaluate
* currently transition would be issue and that has to be re-visitedo0]V1VYV9V@VAVDVBV ;$'<00><00><00><00><00><00>e<00><08><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<40>e<EFBFBD>)<29>@<40> <00>g<EFBFBD><67>V<EFBFBD>)C<>E<EFBFBD>S<EFBFBD>9<EFBFBD><39><00>g<EFBFBD><67>V<EFBFBD>)C<>E<EFBFBD>S<EFBFBD>9<EFBFBD><39>^!5D5B89DD41FD66F046BC2EB9FA17B07D Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00> 8<>M<EFBFBD> /2F<32><46><44><C99E><EFBFBD><00>8<EFBFBD><38><EFBFBD><EFBFBD>CC<43><43><19><><EFBFBD><EFBFBD><EFBFBD><00>8<EFBFBD><38><EFBFBD><EFBFBD>CC<43><43><19><><EFBFBD><EFBFBD><EFBFBD>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00> <00> I<>)<29>B<EFBFBD>ԉ<>t_ze<00>[)eS-R<00> %)eS<00>R R<00> R<00> R<00> R<00> R<00> 9)e6<00> T)e7<00>ke<00>`g<>;@<00><><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>>heM`\<5C>b@<00> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>o?V T)e7<00>ke<00>`g<>;@<00><><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>>heM`1\ݾ@<40>nR@<00><>ư<EFBFBD> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>$?V T)e7<00>ke<00>`g<>;@<00><><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>>heM <20><><EFBFBD>?`I}C@<00>Ό<EFBFBD>? heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;d<00>G:d<00>G <00>/?V T)e7<00>ke<00>`g<>;@<00><><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>>heM`1\<5C>>`.<2E> @<00> heMi<00><00>?<3F><00><00>d<00><00><00><00>d<00>.V<00>eK<00><00>)eL<00><00><00><>;
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)o5]V1VYV9V@VAVDVBV B7AcEval from Ref PoseCl<00>UObjectToolTips%AnimNode_PoseDriver:bEvalFromRefPoseLEvaluate SourceBone transform relative from its Reference Pose.
This is recommended when using Swing and Twist Angle as Distance Method, since the twist will be computed from RefPose.
If not specified, the local space of SourceBone will be used. (ie relative to parent bone)
This mode won't work in conjunction with EvalSpaceBone;o5]V1VYV9V@VAVDVBV B%AcOnly Drive BonesCl<00>UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBones<00>List of bones that will modified by this node. If no list is provided, all bones bones with a track in the PoseAsset will be modifiedo5]V1VYV9V@VAVDVBV B9Ac Pose TargetsCl<00>UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/poseso5]V1VYV9V@VAVDVBV BFAc
RBFParamsCl]UObjectToolTipsAnimNode_PoseDriver:RBFParamsParameters used by RBF solvero5]V1VYV9V@VAVDVBV B<00>Ac Drive SourceCleUObjectToolTips AnimNode_PoseDriver:DriveSource$Which part of the transform is reado5]V1VYV9V@VAVDVBV B<00>Ac Drive OutputCliUObjectToolTips AnimNode_PoseDriver:DriveOutput(Whether we should drive poses or curveso5]V1VYV9V@VAVDVBV B<00>AcLOD ThresholdClMUObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
* For example if you have LODThreshold 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-visitedo0]V1VYV9V@VAVDVBV ;$(<00><00><><EFBFBD><EFBFBD><00>0<00><00>e<00>;<3B>O<>gJ<>%8<>p<EFBFBD>C/ /`(<28><06>K<EFBFBD>m<EFBFBD><6D>e">/`(<28><06>K<EFBFBD>m<EFBFBD><6D>e">^!1A5BB1E34A3BDDB2AE0A658C92539CD0 Source Pose<00><><EFBFBD><EFBFBD>^Source Pose
Pose Link Structure
Bones to use for driving parameters based on their transformd <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>ۢC<DBA2><43><EFBFBD><EFBFBD>G<EFBFBD>Tg<16><><EFBFBD><EFBFBD>ў<16>tI<74>N<EFBFBD>f<03><>#<23><>ў<16>tI<74>N<EFBFBD>f<03><>#<23><>3<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>2G<05><>ػL<D8BB>~'<27><>(U<>e)<00>  T)e&\BIAc ResultCl <00>o<00>]V1VYV9V@VAVDVBV ;$)<00> <00>@<00><00>e<00><08><>->尦J<E5B0A6><4A>g<>=T<> Fu<>DWA<57> <09><>"f<>Fu<>DWA<57> <09><>"f<>I!8E000DB049356824FB16A88046BE69BBResult<00><><EFBFBD><EFBFBD>Result
Pose Link Structured <00><><EFBFBD><EFBFBD> (LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>qI <17>CM<>4<EFBFBD>=Qi<51><69>                 Q$<00><><EFBFBD><EFBFBD>)$ 21,V<00>e<00><08>gl]<15>H<><1D>Ԧ<EFBFBD>$<24> <00>`<60><><EFBFBD><00>@<00> <00><00>c
arm_righte<00><08>{<01><><EFBFBD>[M<><4D>z7:c]<5D> <00>P<><50><EFBFBD><00><00><><EFBFBD><EFBFBD><00>0<00><00>c arm_lefte<00><08>K<1A><>'oF<6F>i<EFBFBD>l<EFBFBD><6C><EFBFBD>d <00><00><00>@<00><00><00><00>c
leg_righte<00><08><><12>:<3A><>I<EFBFBD>|<7C>4<<3C><> <00><00><00><00><><EFBFBD><EFBFBD><00>l<00><00>c leg_lefte<00><08>,M|<7C>yOK<4F>1P<31><50>0Ta  e<00><00> <00><><EFBFBD><EFBFBD>e<00> <00><><EFBFBD><EFBFBD>,8^Z^/H//<2F><><EFBFBD><EFBFBD><1D><><EFBFBD><EFBFBD>0Z S@ <00><00><00>  N<00>0 S<01>CV>V<10>eB <00>[V <00>d<00><00><00>d<00>cXTThis node is disabled and will not be called.
Drag off pins to build functionality.e<00><08>"<22>7<><37>H<EFBFBD>5r<35><72>k4 1+<2B><> <0B><>N<EFBFBD>'=<3D>n1+<2B><> <0B><>N<EFBFBD>'=<3D>nRK2NodeTargetTarget<00><><EFBFBD><EFBFBD># <00><><EFBFBD><EFBFBD> <00>1|p<><70>S<EFBFBD>BN<42><4E>h<EFBFBD>'<27><>/1|p<><70>S<EFBFBD>BN<42><4E>h<EFBFBD>'<27><>/J<00><00><><EFBFBD><EFBFBD># <00><><EFBFBD><EFBFBD> <00><00>eF $<00><><EFBFBD><EFBFBD> P XV<10><00><00>d<00>3V4VcXTThis node is disabled and will not be called.
Drag off pins to build functionality.e<00><08><><1C><>.F<><46>,uޤ<17> 2<00><>E9,uE<75>ْ<EFBFBD><08><1E>2<00><>E9,uE<75>ْ<EFBFBD><08><1E>(<00><00><><EFBFBD><EFBFBD><01> <00><><EFBFBD><EFBFBD>P<00>2<00><><07><17><>B<EFBFBD>g<EFBFBD><67><EFBFBD>Iϥ2<00><><07><17><>B<EFBFBD>g<EFBFBD><67><EFBFBD>Iϥm<00><00><><EFBFBD><EFBFBD><01>  <00>2}|<7C>a<EFBFBD><61> C<><43> <20>#[<5B>r2}|<7C>a<EFBFBD><61> C<><43> <20>#[<5B>r<EFBFBD><00><00><><EFBFBD><EFBFBD>&Delta Time X
Float (single-precision)H<00> 0.00.0<00><00><00><00><00>e<00>$<24>-,tK<74><4B>7f<37>3<00><>><3E><>MM<><4D>P&9<>*3<00><>><3E><>MM<><4D>P&9<>*<2A><00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00><12><16><>)L<><4C>><1E>|V<>34G<34><47><EFBFBD>+K<>A<17><>Y<>34G<34><47><EFBFBD>+K<>A<17><>Y<>*<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>4<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><><00>p<><70><EFBFBD><00><00>e<00>]B<>k9oO<6F><4F><EFBFBD><EFBFBD><06>r9 4<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><>4<00><>#5<><35><EFBFBD>E<EFBFBD><1E>:<3A><19><><EFBFBD><00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00>34G<34><47><EFBFBD>+K<>A<17><>Y<>43Af q<><71>E<EFBFBD>.<01><><EFBFBD>Ԩ43Af q<><71>E<EFBFBD>.<01><><EFBFBD>Ԩ*<00><00><><EFBFBD><EFBFBD>d <00><><EFBFBD><EFBFBD> <00><05><>S<EFBFBD>]E<><45>L<EFBFBD><4C><EFBFBD> ~ Otrue<00> AnimInstance/Mtruetrue<00>Otrue<00> AnimInstance<00>./** Executed when the Animation is updated */!Classes/Animation/AnimInstance.h<00>'Executed when the Animation is updated<00>Mtruetrue<00>true2<00>true1<00>true-!AC3FA3514C19C6D6FCE0169AC3ADEED9  <00><><EFBFBD><EFBFBD>2   3   e4 ( <00><><EFBFBD><EFBFBD>e <00> <00><><EFBFBD><EFBFBD>e  <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e  8 <00><><EFBFBD><EFBFBD>e  8 <00><><EFBFBD><EFBFBD>e  8 <00><><EFBFBD><EFBFBD>e
 8 <00><><EFBFBD><EFBFBD>e  8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD>e 8 <00><><EFBFBD><EFBFBD><00><>*<2A><><EFBFBD><EFBFBD><EFBFBD>.;<3B><>v<>8Qʿ)0<00><>*<2A>