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

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2026-02-24 22:47:18 -05:00
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 <00><><EFBFBD><EFBFBD>X  <00><><EFBFBD><EFBFBD>X <00><00><><EFBFBD><EFBFBD>X P<00><><EFBFBD><EFBFBD>X <00><00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X  8<00><><EFBFBD><EFBFBD>X  8<00><><EFBFBD><EFBFBD>X  8<00><><EFBFBD><EFBFBD>X
 8<00><><EFBFBD><EFBFBD>X  8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD>X 8<00><><EFBFBD><EFBFBD><00> <08><00><><EFBFBD><EFBFBD><EFBFBD> X%}<00><><EFBFBD><EFBFBD>I+&XIX<00>%7 M6V Source8`:!21B542EC4E1A52137B74D585590FB824Sourcee <00>SL&LOL/L5L6L9L7L7 P6V Reset Input Pose to Initial8`}<00>{0}{Delimiter}{1}
Delimiter!636C61254D4AB39AD9BC2F99D538E915:
0!597EC94C46841485916C7884F0A0F112Reset 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!5904CFD44436EEBA3C1BAC9E307A8802:
0!A64D9E5F448BB765A96BB8B454F75E68Transfer Input Pose1UObjectToolTips+AnimNode_ControlRigBase:bTransferInputPosebIf this is checked the bone pose coming from the AnimBP will be
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Delimiter!4934D40F422E7A08DB51B7BFD3AFA301:
0!5D2990EE4C5611ACC2D9C3A6AD52D923Transfer Input Curves1UObjectToolTips-AnimNode_ControlRigBase:bTransferInputCurves_If this is checked the curves coming from the AnimBP will be
transferred into the Control Rig.e HSL&LOL/L5L6L9L7L7 W6V"Transfer Pose in Global Space8`o<00>{0}{Delimiter}{1}
Delimiter!F1E0E63C48881AEC2A4842B62F441BE6:
0!AB3E1E2144A79383E2024D8C7BF92785Transfer Pose in Global Space1UObjectToolTips3AnimNode_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.e HSL&LOL/L5L6L9L7L7 <00>6VInput Bones to Transfer8`<00><00>{0}{Delimiter}{1}
Delimiter!01672ADF432BDD10CBA1C89E2729CB4A:
0!DED3E7E846B6353FF1F0FD8C9A83771AInput Bones to Transfer1UObjectToolTips-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.e HSL&LOL/L5L6L9L7L7 }6VControl Rig Class8`<00>{0}{Delimiter}{1}
Delimiter!AB678D804B6967068BAEA3BD44CE7016:
0!1B49693D47B9C98540D5ED820CB8E663Control Rig Class1UObjectToolTips$AnimNode_ControlRig:ControlRigClassCached ControlRige |SL&LOL/L5L6L9L7L7 6V
Alpha8`<00>{0}{Delimiter}{1}
Delimiter!B73E1EF24FC62F6979626387F48EFC8A:
0!BFF7790E4A773E184F19C99A032DEE57Alpha1UObjectToolTipsAnimNode_ControlRig:Alphaalpha value handlere HSL&LOL/L5L6L9L7L7 6VAlpha Input Type8`D!0BF0AB37412C743E4A2F169375AC4080Alpha Input Typee HSL&LOL/L5L6L9L7L7 "6V bEnabled8`F!D64868B84F03E650FADEF8BC2C0151AAAlpha Bool Enablede HSL&LOL/L5L6L9L7L7 R6V%!Set Initial Transforms From Mesh8``<00>{0}{Delimiter}{1}
Delimiter!4F6BF1E04E28BEB57AC3CEB834CC8EB1:
0!FC2FDEC640D9AA414134D6AAEC8D80A2Set Ref Pose from Skeleton1UObjectToolTips,AnimNode_ControlRig:bSetRefPoseFromSkeletonIOverride the initial transforms with those taken from the mesh componente HSL&LOL/L5L6L9L7L7 6VAlpha Scale Bias8`D!1809B60A42001748F6081E8425B2C4CDAlpha Scale Biase HSL&LOL/L5L6L9L7L7 6VBlend Settings8`D!73B9CCE04A10EF3E6B78BBAA1EB17FE9Alpha Bool Blende HSL&LOL/L5L6L9L7L7 6VAlpha Curve Name8`D!D341C350495E67277F3170A6BE8382F2Alpha Curve Namee HSL&LOL/L5L6L9L7L7 6VAlpha Scale Bias Clamp8`J!E58E1D4C446D498A51417689E84C7620Alpha Scale Bias Clampe HSL&LOL/L5L6L9L7L7 <00>6VLOD Threshold8`
<00>{0}{Delimiter}{1}
Delimiter!D3F985864E1CEE8DE82C98823D60D814:
0!B1F635914AA678DDABA28A962C46E086 LODThreshold1UObjectToolTips!AnimNode_ControlRig: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><00>@ X<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>M!2A525DF840D9AD775543F08FF7A42E25Source<00><><EFBFBD><EFBFBD>#Source
Pose Link Structure
SourceW<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>!E5068266491D5F126285559362FBC859Alpha<00><><EFBFBD><EFBFBD><Alpha
Float (single-precision)
Alpha:
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Boolean
Alpha Bool EnabledKTrueTrue<00>3<><33>h4r8O<38><4F><EFBFBD>xKHj3<><33>h4r8O<38><4F><EFBFBD>xKHj!2BC536144DCDA43BE6450ABD0586899EAlpha Curve Name<00><><EFBFBD><EFBFBD>(Alpha Curve Name
Name
Alpha Curve NameNoneNone<00>;DʩP<CAA9><50>D<EFBFBD>4<EFBFBD>Yg"<22>e;DʩP<CAA9><50>D<EFBFBD>4<EFBFBD>Yg"<22>e(<00><00><><EFBFBD><EFBFBD>W<00><><EFBFBD><EFBFBD><00>ʫ<><CAAB><EFBFBD><EFBFBD>DJ<44>ܞb<DC9E>A*<2A>I<00>XIX<00>7 6V Name8`M<00>{0}{Delimiter}{1}
Delimiter!CB2AAD2644770C133A6B929992A0B460:
0!F8AD35844EFE6997650D41AE337569B2Name1UObjectToolTipsAnimNode_LinkedInputPose:NameZThe name of this linked input pose node's pose, used to identify the input of this graph.e <00>SL&LOL/L5L6L9L7L<00> <20><><EFBFBD><00>@ X<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>(<00><00><><EFBFBD><EFBFBD>W<00><><EFBFBD><EFBFBD><00>9<>(<28>*<<3C>O<EFBFBD><4F>EzG<7A><01> X O^XOX)HG _XX<00>HG [G ]G cG zG |.DX.X+I<00>XIX<00>,_X<00><00><>E<EFBFBD><00>s*<2A>>@u<><75>\XB <20><><EFBFBD>?`<60>@<00>_d?\XB]<00><00>?<3F><00><00><00><00><00><00><00>#L<00>X<00>@<00>5X<00>XA<00><00><00><>0Z<00></Z<00><<00> $4LI<00>XIX<00>,_X<00><00>7<EFBFBD>E<EFBFBD><00><>W?@u<><75>\XB<00>}<7D>K@<00><>ư<EFBFBD>\XB]<00><00>?<3F><00><00><00><00><00><00><00>#L<00>X<00>@<00>5X<00>XA<00><00><00><>0Z<00></Z<00><<00> `34LI<00>XIX<00>,_X<00>@<1D>E<EFBFBD>`<1C>{?<00><><11><>\XB<00><>B_@<00><>ư>\XB]<00><00>?<3F><00><00><00><00><00><00><00>#L<00>X<00>@<00>5X<00>XA<00><00><00><>0Z<00></Z<00><<00> `y4LI<00>XIX<00>,_X<00><00> <0A>E<EFBFBD>@<15>q?<00><><11><>\XB`1\<5C>>@<40><>W@<00><><EFBFBD><EFBFBD>>\XB]<00><00>?<3F><00><00><00><00><00>
Delimiter!DAF46FBC46218D9E065D879E1DDD1E55:
0!B2DB545249110B2D3231518D43846210 Blend Weight1UObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this nodee <00>SL&LOL/L5L6L9L7L7 <00>6VInternal Time Accumulator8`U<00>{0}{Delimiter}{1}
Delimiter!DE1277304ADD9D3E3416DF8C138F41AF:
0!325B738D4F1A5743DE37A9A4F5FC8E88Internal Time Accumulator1UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this nodee <00>SL&LOL/L5L6L9L7L7 )6V Pose Asset8`#<00>{0}{Delimiter}{1}
Delimiter!C6B4AB9044349F82DE52AC87FB87B1E3:
0!E852954F416203F4987AB0ACE52C17C1 Pose Asset1UObjectToolTipsAnimNode_PoseHandler:PoseAsset)The animation sequence asset to evaluatee HSL&LOL/L5L6L9L7L7 Q6V Source Pose8`8<00>{0}{Delimiter}{1}
Delimiter!86D89C094BE9CA92038D27B300548178:
0!BD0C4D03499721F0D4B2ED951C3F640F Source Pose1UObjectToolTipsAnimNode_PoseDriver:SourcePose=Bones to use for driving parameters based on their transforme <00>SL&LOL/L5L6L9L7L7 O6V Source Bones8`9<00>{0}{Delimiter}{1}
Delimiter!934728DF4358FC59DEA62CB207EFB62A:
0!8D0B9CAD4773DC95E34734A62530AF55 Source Bones1UObjectToolTips AnimNode_PoseDriver:SourceBones<Bone to use for driving parameters based on its orientatione *SL&LOL/L5L6L9L7L7 6VOnly Drive Bones8`W<00>{0}{Delimiter}{1}
Delimiter!BA0CEE664A43BBBF7937AF96ADCDFD00:
0!8E0135DB4FBFA83A8782C98A137CED9AOnly Drive Bones1UObjectToolTips#AnimNode_PoseDriver:OnlyDriveBonesSIf bFilterDrivenBones is specified, only these bones will be modified by this nodee *SL&LOL/L5L6L9L7L7 .6V Pose Targets8`><00>{0}{Delimiter}{1}
Delimiter!7BD141144EBD37E0C70B95AFBA3ECFAE:
0!5B442BB54F6BB3CB8345CC89EB38CBD0 Pose Targets1UObjectToolTips AnimNode_PoseDriver:PoseTargetsATargets used to compare with current pose and drive morphs/posese *SL&LOL/L5L6L9L7L7 <00>6VEval Space Bone8`<00><00>{0}{Delimiter}{1}
Delimiter!C7A93DE94B68D087E1A990B308194CBE:
0!BA74C8FE43B9846913C08E8A355D58A9Eval 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/L5L6L9L7L7 ,6VEval from Ref Pose8`N<00>{0}{Delimiter}{1}
Delimiter!9AE582DE421E4D59C691D09F3763F14F:
0!0CF561EF407A2C52280BB3988D05B02EEval 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/L5L6L9L7L7 ;6V
RBFParams8`<00>{0}{Delimiter}{1}
Delimiter!24386EF74A1601A20191A6ACACA3F3AF:
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Delimiter!F438F8054AA33A34CDE48DBBB56120A7:
0!7DB2734249E15122F7B0899BA3C2EA87 LODThreshold1UObjectToolTips!AnimNode_PoseDriver:LODThreshold * Max LOD that this node is allowed to run
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Pose Link Structure
ResultW<00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>qI <17>CM<>4<EFBFBD>=Qi<51><69>F<00><><EFBFBD><EFBFBD> ! !L<00>X<00><00>gl]<15>H<><1D>Ԧ<EFBFBD>$<24><00>`<60><><EFBFBD><00>@<00> <00><00> V
arm_right X<00><00>{<01><><EFBFBD>[M<><4D>z7:c]<5D><00>P<><50><EFBFBD><00><00><><EFBFBD><EFBFBD><00>0<00><00> V arm_left X<00><00>K<1A><>'oF<6F>i<EFBFBD>l<EFBFBD><6C><EFBFBD>d<00><00><00>@<00><00><00><00> V
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