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InventoryProject/Content/Variant_Combat/Anims/ABP_Manny_Combat.uasset

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Character<00> Referencesktrue<00><><EFBFBD><EFBFBD><EFBFBD>j <00>Movement Component<00> Referencesktrue <00><><EFBFBD><EFBFBD><EFBFBD> <00> Velocity<00>EssentialMovementDataktrue<00><><EFBFBD><EFBFBD><EFBFBD>% <00> Ground Speed<00>Essential Movement Dataktrue<00><00> <00>
Direction<00>Essential Movement Data<00><00> <00> Should Move<00>Essential Movement Dataktrue<01><01>E <00> Is Falling<00>Essential Movement Dataktrue<01>lvhzi
k j#g<00><00><><EFBFBD><EFBFBD><EFBFBD>t<00>/%o<00><00><><EFBFBD><EFBFBD><00>A<00><00><00><00>pq<00><00> Blend Weight<00><00>qUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p@<00><00>Internal Time Accumulator<00><00><00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p(<00><00> Group Name<00><00>!UObjectToolTips$AnimNode_BlendSpacePlayer:GroupName<00>The group name that we synchronize with (NAME_None if it is not part of any group). Note that
this is the name of the group used to sync the output of this node - it will not force
syncing of animations contained by it.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p)<00><00> Group Role<00><00><00>UObjectToolTips$AnimNode_BlendSpacePlayer:GroupRole<00>The role this node can assume within the group (ignored if GroupName is not set). Note
that this is the role of the output of this node, not of animations contained by it.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>84Override Position when Joining Sync Group as Leader<00><00>aUObjectToolTipsHAnimNode_BlendSpacePlayer:bOverridePositionWhenJoiningSyncGroupAsLeader<00>When enabled, acting as the leader, and using marker-based sync, this asset player will not sync to the previous leader's sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pg<00><00> Method<00><00><00>UObjectToolTips!AnimNode_BlendSpacePlayer:Method<00>How this node will synchronize with other animations. Note that this determines how the output
of this node is used for synchronization, not of animations contained by it.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p_<00><00>Ignore for Relevancy Test<00><00><00>UObjectToolTips2AnimNode_BlendSpacePlayer:bIgnoreForRelevancyTestmIf true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p
<00><00>X<00><00>jUObjectToolTipsAnimNode_BlendSpacePlayer:X-The X coordinate to sample in the blendspace<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p <00><00>Y<00><00>jUObjectToolTipsAnimNode_BlendSpacePlayer:Y-The Y coordinate to sample in the blendspace<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Play Rate<00><00><00>UObjectToolTips#AnimNode_BlendSpacePlayer:PlayRate^The play rate multiplier. Can be negative, which will cause the animation to play in reverse.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>pr<00><00> Loop<00><00><00>UObjectToolTips AnimNode_BlendSpacePlayer:bLoopEShould the animation loop back to the start when it reaches the end?<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>-)Reset Play Time when Blend Space Changes<00><00><00>UObjectToolTips>AnimNode_BlendSpacePlayer:bResetPlayTimeWhenBlendSpaceChangesKWhether we should reset the current play time when the blend space changes<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start Position<00><00><00>UObjectToolTips(AnimNode_BlendSpacePlayer:StartPosition<00>The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>po<00><00> Blend Space<00><00>cUObjectToolTips%AnimNode_BlendSpacePlayer:BlendSpaceThe blendspace asset to play<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>;zD<00><><EFBFBD>{D<00><><EFBFBD><EFBFBD>v<00>,<08><19><>[<5B>N<>W<EFBFBD>0<EFBFBD>[ p<00>o\<5C><>M<EFBFBD>I<EFBFBD><49><EFBFBD>ɹu5<00>o\<5C><>M<EFBFBD>I<EFBFBD><49><EFBFBD>ɹu5
!CEB3A65440545219E6EBAFBCA8892D0D
Direction<00><><EFBFBD><EFBFBD>IX
Float (single-precision)
The X coordinate to sample in the blendspace<00> 0.000000 0.000000<00><00><00><08>x<EFBFBD>dtD<74><44><EFBFBD>oO<6F><4F><EFBFBD><00><><EFBFBD><EFBFBD>5<EFBFBD><35>N<EFBFBD><4E><EFBFBD>$ <20><><EFBFBD><00><><EFBFBD><EFBFBD>5<EFBFBD><35>N<EFBFBD><4E><EFBFBD>$ <20><><EFBFBD> !6F3E01A8414E32AC49F31DAF814DD5CASpeed<00><><EFBFBD><EFBFBD>IY
Float (single-precision)
The Y coordinate to sample in the blendspace<00> 0.000000 0.000000<00><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>M<><4D><EFBFBD> |Qx<51>
(.)<29>qqJ<71>Mg<4D> ;X
(.)<29>qqJ<71>Mg<4D> ;X<><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>&<18>E<>z<1C><17><>t<00>0><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00>A<00><00>U<00>p<00><00><00><00><00> <00><00>p<00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>A<00><00>Y"<00>p<00><00><00> Source<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00> Reset Input Pose to Initial<00><00><00>UObjectToolTips1AnimNode_ControlRigBase:bResetInputPoseToInitial`If this is checked the rig's pose needs to be reset to its initial
prior to evaluating the rig.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Transfer Input Pose<00><00><00>UObjectToolTips+AnimNode_ControlRigBase:bTransferInputPosebIf this is checked the bone pose coming from the AnimBP will be
transferred into the Control Rig.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Transfer Input Curves<00><00><00>UObjectToolTips-AnimNode_ControlRigBase:bTransferInputCurves_If this is checked the curves coming from the AnimBP will be
transferred into the Control Rig.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>"Transfer Pose in Global Space<00><00><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.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p5<00><00>Input Bones to Transfer<00><00><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.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Output Bones to Transfer<00><00><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.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pC<00><00>Asset User Data<00><00> <00><00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p <00><00> Event Queue<00><00>fUObjectToolTips#AnimNode_ControlRigBase:EventQueue"The customized event queue to run<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Control Rig Class<00><00>cUObjectToolTips$AnimNode_ControlRig:ControlRigClassThe class to use for the rig.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>
Alpha<00><00>OUObjectToolTipsAnimNode_ControlRig:Alphaalpha value handler<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>Alpha Input Type<00><00> <00><00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pL<00><00> bEnabled<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>%!Set Initial Transforms From Mesh<00><00><00>UObjectToolTips,AnimNode_ControlRig:bSetRefPoseFromSkeletonIOverride the initial transforms with those taken from the mesh component<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>Alpha Scale Bias<00><00> <00><00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>Blend Settings<00><00> <00><00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>Alpha Curve Name<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00>Alpha Scale Bias Clamp<00><00> <00><00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pZ<00><00>LOD Threshold<00><00>MUObjectToolTips!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-visited<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>4zD<00><><EFBFBD>{DDv<00>,,)<29><><EFBFBD>L<EFBFBD>L<EFBFBD><4C>h#<23><>R<00>\<18><><EFBFBD><EFBFBD>E<EFBFBD>X~<7E>(g<05><00>\<18><><EFBFBD><EFBFBD>E<EFBFBD>X~<7E>(g<05><><00>Source<00><><EFBFBD><EFBFBD>Source
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>"l<>4 <0B>C<EFBFBD><43>x<EFBFBD>dMr<00><>q<EFBFBD>'<27>D<><44><EFBFBD><EFBFBD>@b<>A<00><>q<EFBFBD>'<27>D<><44><EFBFBD><EFBFBD>@b<>A<00>Alpha<00><><EFBFBD><EFBFBD>4Alpha
Float (single-precision)
alpha value handler<00> 1.000000 1.000000<00>q<00><><1D><07><>@<40>3<EFBFBD>S<EFBFBD>*c<><00>>?<3F>T<>J<EFBFBD><4A><EFBFBD><EFBFBD>Z<EFBFBD><5A><EFBFBD><00>>?<3F>T<>J<EFBFBD><4A><EFBFBD><EFBFBD>Z<EFBFBD><5A><EFBFBD>L<00> bEnabled<00><><EFBFBD><EFBFBD>Enabled
Boolean~TrueTrue<00>~<7E><>I <1E>O<EFBFBD><4F><EFBFBD>;<3B><04>L~<7E><>I <1E>O<EFBFBD><4F><EFBFBD>;<3B><04>L<00>Alpha Curve Name<00><><EFBFBD><EFBFBD>Alpha Curve Name
NamenNoneNone<00>l<><6C>^<5E>p<EFBFBD>L<EFBFBD>R<EFBFBD><52><EFBFBD>l<><6C>^<5E>p<EFBFBD>L<EFBFBD>R<EFBFBD><52><EFBFBD><><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>lG<6C><47>tdzO<7A><4F>~N<><4E>l<00><>
y<EFBFBD><EFBFBD>]D<><44><EFBFBD>.<2E><>s<EFBFBD><00><>
y<EFBFBD><EFBFBD>]D<><44><EFBFBD>.<2E><>s<EFBFBD><73>!CB30A7A84EA02A46B6075A823B02E444ShouldDoIKTrace<00><><EFBFBD><EFBFBD>~truefalse<00>o<00>e<EFBFBD>87<38>vN<76><<3C><>P [Wt<00>1)Rp<00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>5zD{D<00><><EFBFBD><EFBFBD>Dv<00>,<08>f<EFBFBD>m4RN<52>r5ݢ<35><16>lG<6C><47>tdzO<7A><4F>~N<><4E>llG<6C><47>tdzO<7A><4F>~N<><4E>l<EFBFBD><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>l<><6C>^<5E>p<EFBFBD>L<EFBFBD>R<EFBFBD><52><EFBFBD><00><00> Locomotion<00>A<00><00>Z<00>p<00><00><00> Pose<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>6zD<00><><EFBFBD>{D<10><><EFBFBD>v<00>,<08><>Z<><5A>'A<><41><EFBFBD>x<EFBFBD> <20>c<00>n-<2D>/<2F><>B<EFBFBD><65>6`<60><00>n-<2D>/<2F><>B<EFBFBD><65>6`<60><><00>Pose<00><><EFBFBD><EFBFBD>Pose
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>#e<1B><><EFBFBD>M<EFBFBD>G<EFBFBD>:
n<EFBFBD>'<27><>t<00>3%<00><00><00><><EFBFBD><EFBFBD><00>A<00><00>x<00>pq<00><00> Blend Weight<00><00>qUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p@<00><00>Internal Time Accumulator<00><00><00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p(<00><00> Group Name<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupNameTThe group name that we synchronize with (NAME_None if it is not part of any group).<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p)<00><00> Group Role<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupRoleQThe role this node can assume within the group (ignored if GroupName is not set)<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>84Override Position when Joining Sync Group as Leader<00><00>_UObjectToolTipsFAnimNode_SequencePlayer:bOverridePositionWhenJoiningSyncGroupAsLeader<00>When enabled, acting as the leader, and using marker-based sync, this asset player will not sync to the previous leader's sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pg<00><00> Method<00><00>vUObjectToolTipsAnimNode_SequencePlayer:Method6How this node will synchronize with other animations.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p_<00><00>Ignore for Relevancy Test<00><00><00>UObjectToolTips0AnimNode_SequencePlayer:bIgnoreForRelevancyTestmIf true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00> Sequence<00><00>gUObjectToolTips!AnimNode_SequencePlayer:Sequence%The animation sequence asset to play<00>p<00><00><00>
For example a Basis of 100 means that the PlayRate input will be divided by 100.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Play Rate<00><00><00>UObjectToolTips!AnimNode_SequencePlayer:PlayRate^The play rate multiplier. Can be negative, which will cause the animation to play in reverse.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>PlayRateScaleBiasClamp<00><00><00>UObjectToolTips8AnimNode_SequencePlayer:PlayRateScaleBiasClampConstants^Additional scaling, offsetting and clamping of PlayRate input.
Performed after PlayRateBasis.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start Position<00><00><00>UObjectToolTips&AnimNode_SequencePlayer:StartPosition<00>The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>ps<00><00>Loop Animation<00><00><00>UObjectToolTips'AnimNode_SequencePlayer:bLoopAnimationEShould the animation loop back to the start when it reaches the end?<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start from Matching Pose<00><00><00>UObjectToolTips/AnimNode_SequencePlayer:bStartFromMatchingPoseLUse pose matching to choose the start position. Requires PoseSearch plugin.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>9zD<00><><EFBFBD>{D<00><><EFBFBD><EFBFBD>Dv<00>,.<06>K<EFBFBD>7H<37><EFBFBD>Z<EFBFBD>^5Ey<15><>CL<43>I<EFBFBD>Ai7ޚ5Ey<15><>CL<43>I<EFBFBD>Ai7ޚ<37><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>%<00>?<3F>Q <0C><>B<EFBFBD>b<EFBFBD>5sN[Ht<00>3><00><00><00><><EFBFBD><EFBFBD>s<00><00>A<00><00>x<00>pq<00><00> Blend Weight<00><00>qUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p@<00><00>Internal Time Accumulator<00><00><00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p(<00><00> Group Name<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupNameTThe group name that we synchronize with (NAME_None if it is not part of any group).<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p)<00><00> Group Role<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupRoleQThe role this node can assume within the group (ignor
For example a Basis of 100 means that the PlayRate input will be divided by 100.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Play Rate<00><00><00>UObjectToolTips!AnimNode_SequencePlayer:PlayRate^The play rate multiplier. Can be negative, which will cause the animation to play in reverse.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>PlayRateScaleBiasClamp<00><00><00>UObjectToolTips8AnimNode_SequencePlayer:PlayRateScaleBiasClampConstants^Additional scaling, offsetting and clamping of PlayRate input.
Performed after PlayRateBasis.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start Position<00><00><00>UObjectToolTips&AnimNode_SequencePlayer:StartPosition<00>The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>ps<00><00>Loop Animation<00><00><00>UObjectToolTips'AnimNode_SequencePlayer:bLoopAnimationEShould the animation loop back to the start when it reaches the end?<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start from Matching Pose<00><00><00>UObjectToolTips/AnimNode_SequencePlayer:bStartFromMatchingPoseLUse pose matching to choose the start position. Requires PoseSearch plugin.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>BzD<00><><EFBFBD><EFBFBD>{D<00><><EFBFBD><EFBFBD>Dv<00>,`<60>j<EFBFBD><6A>R`H<>{G<>g<EFBFBD>%<25><14><><1B>}F<>Xv<1E>rW<14><><1B>}F<>Xv<1E>rW<72><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>(Ǘ}<7D>G<EFBFBD>J<>fO<66>e"˒t<00>3%<00><00><00><><EFBFBD><EFBFBD><00>A<00><00>x<00>pq<00><00> Blend Weight<00><00>qUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p@<00><00>Internal Time Accumulator<00><00><00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p(<00><00> Group Name<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupNameTThe group name that we synchronize with (NAME_None if it is not part of any group).<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p)<00><00> Group Role<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupRoleQThe role this node can assume within the group (ignored if GroupName is not se
For example a Basis of 100 means that the PlayRate input will be divided by 100.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Play Rate<00><00><00>UObjectToolTips!AnimNode_SequencePlayer:PlayRate^The play rate multiplier. Can be negative, which will cause the animation to play in reverse.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>PlayRateScaleBiasClamp<00><00><00>UObjectToolTips8AnimNode_SequencePlayer:PlayRateScaleBiasClampConstants^Additional scaling, offsetting and clamping of PlayRate input.
Performed after PlayRateBasis.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start Position<00><00><00>UObjectToolTips&AnimNode_SequencePlayer:StartPosition<00>The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>ps<00><00>Loop Animation<00><00><00>UObjectToolTips'AnimNode_SequencePlayer:bLoopAnimationEShould the animation loop back to the start when it reaches the end?<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start from Matching Pose<00><00><00>UObjectToolTips/AnimNode_SequencePlayer:bStartFromMatchingPoseLUse pose matching to choose the start position. Requires PoseSearch plugin.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>DzD<00><><EFBFBD><EFBFBD>{D<00><><EFBFBD><EFBFBD>Dv<00>,<08>ɜK<C99C>!gF<67><46><EFBFBD><EFBFBD> <0A><><EFBFBD> <00>Xjm<6A>0<EFBFBD>B<EFBFBD><02>{pFP <00>Xjm<6A>0<EFBFBD>B<EFBFBD><02>{pFP<11><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>)<00>ZS<5A><53><EFBFBD>pL<70><4C><EFBFBD>xO<78>t<00>3><00><00><00><><EFBFBD><EFBFBD>s<00><00>A<00><00>x<00>pq<00><00> Blend Weight<00><00>qUObjectToolTips%AnimNode_AssetPlayerBase:BlendWeight+Last encountered blendweight for this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p@<00><00>Internal Time Accumulator<00><00><00>UObjectToolTips1AnimNode_AssetPlayerBase:InternalTimeAccumulator:Accumulated time used to reference the asset in this node<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p(<00><00> Group Name<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupNameTThe group name that we synchronize with (NAME_None if it is not part of any group).<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p)<00><00> Group Role<00><00><00>UObjectToolTips"AnimNode_SequencePlayer:GroupRoleQThe role this node can assume within the group (ignor
For example a Basis of 100 means that the PlayRate input will be divided by 100.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Play Rate<00><00><00>UObjectToolTips!AnimNode_SequencePlayer:PlayRate^The play rate multiplier. Can be negative, which will cause the animation to play in reverse.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>PlayRateScaleBiasClamp<00><00><00>UObjectToolTips8AnimNode_SequencePlayer:PlayRateScaleBiasClampConstants^Additional scaling, offsetting and clamping of PlayRate input.
Performed after PlayRateBasis.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start Position<00><00><00>UObjectToolTips&AnimNode_SequencePlayer:StartPosition<00>The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>ps<00><00>Loop Animation<00><00><00>UObjectToolTips'AnimNode_SequencePlayer:bLoopAnimationEShould the animation loop back to the start when it reaches the end?<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>Start from Matching Pose<00><00><00>UObjectToolTips/AnimNode_SequencePlayer:bStartFromMatchingPoseLUse pose matching to choose the start position. Requires PoseSearch plugin.<00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>FzD<00><><EFBFBD><EFBFBD>{D<00><><EFBFBD><EFBFBD>Dv<00>,<08><><EFBFBD>c<07>!H<><48>Pk`<60>?!<00>3H;B<>B<EFBFBD><10><>`<60><><EFBFBD>!<00>3H;B<>B<EFBFBD><10><>`<60><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>*%sYr<59><72>A<EFBFBD> y<00><><EFBFBD>K<00>A<00><00><00><00>p<00><00><00> Source<00><00><00>UObjectToolTipsAnimNode_Slot:SourcedThe source input, passed thru to the output unless a montage or slot animation is currently playing<00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>
Slot Name<00><00>pUObjectToolTipsAnimNode_Slot:SlotName8The name of this slot, exposed to gameplay code, etc...<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pN<00><00>Always Update Source Pose<00><00><00>UObjectToolTips&AnimNode_Slot:bAlwaysUpdateSourcePose]Whether we should continue to update the source pose regardless of whether it would be used.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>7zD<00><><EFBFBD>Dv<00>,<08>s<00><>PhK<68><4B><EFBFBD><07>_"ҟC<D29F><43>T<EFBFBD>I<EFBFBD><49>^>r<17>"ҟC<D29F><43>T<EFBFBD>I<EFBFBD><49>^>r<17><><00>Source<00><><EFBFBD><EFBFBD><EFBFBD>Source
Pose Link Structure
The source input, passed thru to the output unless a montage or slot animation is currently playing<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>$a7<61><37><EFBFBD><EFBFBD>G<>)(<28>Ǖ_"l<>4 <0B>C<EFBFBD><43>x<EFBFBD>dMr"l<>4 <0B>C<EFBFBD><43>x<EFBFBD>dMr<4D><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00><00>\<18><><EFBFBD><EFBFBD>E<EFBFBD>X~<7E>(g<05><00><00> <00>A<00><00>V<00>p`<00><00>Max Transitions Per Frame<00><00><00>UObjectToolTips-AnimNode_StateMachine:MaxTransitionsPerFramegThe maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pa<00><00>Max Transitions Requests<00><00><00>UObjectToolTips-AnimNode_StateMachine:MaxTransitionsRequests<00>The maximum number of transition requests that can be buffered at any time.
The oldest transition requests are dropped to accommodate for newly created requests.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>!Skip First Update Transition<00><00><00>UObjectToolTips1AnimNode_StateMachine:bSkipFirstUpdateTransition<00>When the state machine becomes relevant, it is initialized into the Entry state.
It then tries to take any valid transitions to possibly end up in a different state on that same frame.
- if true, that new state starts full weight.
- if false, a blend is created between the entry state and that new state.
In either case all visited State notifications (Begin/End) will be triggered.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>&"Reinitialize on Becoming Relevant<00><00><00>UObjectToolTips6AnimNode_StateMachine:bReinitializeOnBecomingRelevantwReinitialize the state machine if we have become relevant to the graph
after not being ticked on the previous frame(s)<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pX<00><00>Create Notify Meta Data<00><00><00>UObjectToolTips,AnimNode_StateMachine:bCreateNotifyMetaDataTag Notifies with meta data such as the active state and mirroring state. Producing this
data has a slight performance cost.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pJ<00><00>Allow Conduit Entry States<00><00><00>UObjectToolTips/AnimNode_StateMachine:bAllowConduitEntryStates<00>Allows a conduit to be used as this state machine's entry state
If a valid entry state cannot be found at runtime then this will generate a reference pose!<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>8zD<00><><EFBFBD>{D<00><><EFBFBD>Dv<00>,,<2C><>L <20>B<EFBFBD><42>ͽ<EFBFBD><CDBD>U<#e<1B><><EFBFBD>M<EFBFBD>G<EFBFBD>:
n<EFBFBD>'<27><>#e<1B><><EFBFBD>M<EFBFBD>G<EFBFBD>:
n<EFBFBD>'<27><><EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00><00>n-<2D>/<2F><>B<EFBFBD><65>6`<60><00><00>
<00>A<00><00>V<00>p`<00><00>Max Transitions Per Frame<00><00><00>UObjectToolTips-AnimNode_StateMachine:MaxTransitionsPerFramegThe maximum number of transitions that can be taken by this machine 'simultaneously' in a single frame<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pa<00><00>Max Transitions Requests<00><00><00>UObjectToolTips-AnimNode_StateMachine:MaxTransitionsRequests<00>The maximum number of transition requests that can be buffered at any time.
The oldest transition requests are dropped to accommodate for newly created requests.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>!Skip First Update Transition<00><00><00>UObjectToolTips1AnimNode_StateMachine:bSkipFirstUpdateTransition<00>When the state machine becomes relevant, it is initialized into the Entry state.
It then tries to take any valid transitions to possibly end up in a different state on that same frame.
- if true, that new state starts full weight.
- if false, a blend is created between the entry state and that new state.
In either case all visited State notifications (Begin/End) will be triggered.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>p<00><00><00>&"Reinitialize on Becoming Relevant<00><00><00>UObjectToolTips6AnimNode_StateMachine:bReinitializeOnBecomingRelevantwReinitialize the state machine if we have become relevant to the graph
after not being ticked on the previous frame(s)<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pX<00><00>Create Notify Meta Data<00><00><00>UObjectToolTips,AnimNode_StateMachine:bCreateNotifyMetaDataTag Notifies with meta data such as the active state and mirroring state. Producing this
data has a slight performance cost.<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00><00>pJ<00><00>Allow Conduit Entry States<00><00><00>UObjectToolTips/AnimNode_StateMachine:bAllowConduitEntryStates<00>Allows a conduit to be used as this state machine's entry state
If a valid entry state cannot be found at runtime then this will generate a reference pose!<00>p<00><00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>?zD<00><><EFBFBD>Dv<00>,<10><>uG<><47>3j:>nT$a7<61><37><EFBFBD><EFBFBD>G<>)(<28>Ǖ_$a7<61><37><EFBFBD><EFBFBD>G<>)(<28>Ǖ_<04><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>"ҟC<D29F><43>T<EFBFBD>I<EFBFBD><49>^>r<17><00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>:{D<00><><EFBFBD><EFBFBD>v<00>,RZ<52>i<EFBFBD><69>sB<73><42>x<EFBFBD>%<00>?<3F>Q <0C><>B<EFBFBD>b<EFBFBD>5sN[H%<00>?<3F>Q <0C><>B<EFBFBD>b<EFBFBD>5sN[H<><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>5Ey<15><>CL<43>I<EFBFBD>Ai7ޚ<00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00><Dv<00>,<08><>F*<2A><><EFBFBD>G<EFBFBD>0<EFBFBD><00><><EFBFBD>&<18>E<>z<1C><17><>&<18>E<>z<1C><17><><EFBFBD><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>
(.)<29>qqJ<71>Mg<4D> ;X<00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>@v<00>,<08> 0><1E>mL<6D><4C>,;<3B><>+'<04><07>&T?B<>d<EFBFBD><64>^<5E>g?'<04><07>&T?B<>d<EFBFBD><64>^<5E>g?<3F><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>3ng<6E>B<><42>C<EFBFBD><1E><><EFBFBD><EFBFBD>j<EFBFBD><00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>CDv<00>,n,麼<><E9BABC>A<EFBFBD><>=Gs(Ǘ}<7D>G<EFBFBD>J<>fO<66>e"˒(Ǘ}<7D>G<EFBFBD>J<>fO<66>e"˒<><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00><14><><1B>}F<>Xv<1E>rW<00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>EDv<00>,<08><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>G<EFBFBD>v<EFBFBD><76><EFBFBD><04><>)<00>ZS<5A><53><EFBFBD>pL<70><4C><EFBFBD>xO<78>)<00>ZS<5A><53><EFBFBD>pL<70><4C><EFBFBD>xO<78><17><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00> <00>Xjm<6A>0<EFBFBD>B<EFBFBD><02>{pFP<00>A<00><00>\<00>p<00><00><00> Result<00><00> <00><00>pW<00><00>S<00><00><00>]<00>d<00>e<00>g<00>f<00>`<00>GDv<00>,<08><><EFBFBD>n<EFBFBD>~H<><48>%@bVH*%sYr<59><72>A<EFBFBD> y<00><><EFBFBD>K*%sYr<59><72>A<EFBFBD> y<00><><EFBFBD>K<EFBFBD><00>Result<00><><EFBFBD><EFBFBD>Result
Pose Link Structure<00><00><><EFBFBD><EFBFBD>(LinkID=-1,SourceLinkID=-1)(LinkID=-1,SourceLinkID=-1)<00>!<00>3H;B<>B<EFBFBD><10><>`<60><><EFBFBD><00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>={D<00><><EFBFBD><EFBFBD>v<00>,k<><6B>,<2C><>K<EFBFBD><4B>&w<><18>e+<00>A<EFBFBD>ZN<5A>oN<6F><4E><06>D<>r+<00>A<EFBFBD>ZN<5A>oN<6F><4E><06>D<>rR<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00><00><00>&<26>ұ<EFBFBD><D2B1>N<EFBFBD><4E><1C>ô<><00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>>{D<00><><EFBFBD><EFBFBD>v<00>,<08>z&xqK<71>}B<>A"H,KVe<56><12>7C<37><43><EFBFBD>Z<08><>,KVe<56><12>7C<37><43><EFBFBD>Z<08><>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00>m<00>"<22><>dk<64>D<EFBFBD>&<26>I,<2C><><00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>HzD<00><><EFBFBD><EFBFBD>{Dv<00>,<08>bKr<4B><72><EFBFBD>I<EFBFBD>b<EFBFBD>L<EFBFBD>P<EFBFBD>*-:j<><1F><>5A<35>7<EFBFBD> ?<3F><><EFBFBD>-:j<><1F><>5A<35>7<EFBFBD> ?<3F><><EFBFBD>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00>y(~<7E>&<26><>@<40>[<5B><EFBFBD>A<00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>I{D<00><><EFBFBD><EFBFBD>v<00>,|M L<><4C><EFBFBD>C<EFBFBD>0b@<40><>1]. <04><><EFBFBD>J<EFBFBD>D<EFBFBD><44><EFBFBD>#
J<EFBFBD><EFBFBD>. <04><><EFBFBD>J<EFBFBD>D<EFBFBD><44><EFBFBD>#
J<EFBFBD><EFBFBD>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00><00>@؂VXq<58>E<EFBFBD>D<00>L<EFBFBD>-6<00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>Jv<00>,2<><32>3<EFBFBD><33>G<><47>0<EFBFBD>6<EFBFBD><0E>/(F>>@K<>|<10><>q8<71>/(F>>@K<>|<10><>q8<71>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00><00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>K{D<00><><EFBFBD><EFBFBD>v<00>,)*'<27>!Y<>B<EFBFBD><14>̬<>0ѓۡ<D193>&NF<4E>u<EFBFBD><75>_<EFBFBD><5F><EFBFBD>0ѓۡ<D193>&NF<4E>u<EFBFBD><75>_<EFBFBD><5F><EFBFBD>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00>n\Dq<44><71>kIM<49><4D>N<EFBFBD><4E>+<2B>?<00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>Lv<00>,<08>m8&<26>ZH<5A><48>mi\H{1w<>䘿J<E498BF>D<EFBFBD>h|@;<3B>71w<>䘿J<E498BF>D<EFBFBD>h|@;<3B>7R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00><00>A<00><00>j<00>pR<00><00>Can Enter Transition<00><00> <00><00>p<00><00><00>S<00><10><00>]<00>d<00>e<00>g<00>f<00>`<00>M{D<00><><EFBFBD><EFBFBD>v<00>, S<>Ed[<5B>J<EFBFBD>5<EFBFBD><35>M\T#2#<23><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>M<EFBFBD><4D>d<EFBFBD>ͳ<18>2#<23><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>M<EFBFBD><4D>d<EFBFBD>ͳ<18>R<00>Can Enter Transition<00><><EFBFBD><EFBFBD>Can Enter Transition
Boolean~FalseFalse<00><00><00><><EFBFBD><>B<EFBFBD>ZNf<4E>ݧ<EFBFBD><00><00>o<00> Locomotion`<00>AzD<00><><EFBFBD><EFBFBD>v<00>,<08><>KgL<67>C<>}<7D> =X3ng<6E>B<><42>C<EFBFBD><1E><><EFBFBD><EFBFBD>j<EFBFBD>3ng<6E>B<><42>C<EFBFBD><1E><><EFBFBD><EFBFBD>j<EFBFBD><6A><00><00><><EFBFBD><EFBFBD><01><00><><EFBFBD><EFBFBD><00>'<04><07>&T?B<>d<EFBFBD><64>^<5E>g?<00><00> To Land<00><00>UVzDv<00>,<08><>
1<EFBFBD>n<EFBFBD>G<EFBFBD><EFBFBD>"<22><><EFBFBD><EFBFBD><EFBFBD>N/=<3D>r<EFBFBD><72>D<EFBFBD>Cќ%S<><53>N/=<3D>r<EFBFBD><72>D<EFBFBD>Cќ%S<><53>/<00><00><><EFBFBD><EFBFBD><00><00>N<00><>*<2A>$1<>I<EFBFBD><12><><EFBFBD> <20>QN<00><>*<2A>$1<>I<EFBFBD><12><><EFBFBD> <20>Q<EFBFBD><00><00><><EFBFBD><EFBFBD><01><00>]z<><7A> j<><6A>M<EFBFBD><4D><EFBFBD><EFBFBD>M<18><00><00> To Falling<00><00>TWzD{D<00><><EFBFBD><EFBFBD>v<00>,<08><>mȿFJ<><4A>سU<>O/=<3D>r<EFBFBD><72>D<EFBFBD>Cќ%S<><53>O/=<3D>r<EFBFBD><72>D<EFBFBD>Cќ%S<><53>/<00><00><><EFBFBD><EFBFBD><00><00>O<00><>*<2A>$1<>I<EFBFBD><12><><EFBFBD> <20>QO<00><>*<2A>$1<>I<EFBFBD><12><><EFBFBD> <20>Q<EFBFBD><00><00><><EFBFBD><EFBFBD><01><00>Z b<><62>Δ\J<>/<2F><><EFBFBD><EFBFBD><EFBFBD>8[<16>1&s<><73>F<EFBFBD><46><EFBFBD>J<EFBFBD><4A>]<5D>D<00>62Entry node Locomotion is not connected to statev<00>,4<><34><EFBFBD>P<>J<EFBFBD>[׀ ;<3B><>PB<><42><EFBFBD><EFBFBD><EFBFBD>0O<30>}1|<7C>&PB<><42><EFBFBD><EFBFBD><EFBFBD>0O<30>}1|<7C>&<0F><00><00><><EFBFBD><EFBFBD><00>R<00>QT<><54>HA<48><41><EFBFBD>g<EFBFBD>1<16>{D<00>D<00>73Entry node Main States is not connected to statev<00>,<08>gW<67><57>=<3D>G<EFBFBD>@<40><>q<><71>Q)<29><32>D<EFBFBD>)@1<>3Q)<29><32>D<EFBFBD>)@1<>3<12><00><00><><EFBFBD><EFBFBD><00>T<00><><EFBFBD>AA<41><41><EFBFBD>t<EFBFBD><74>I*<00><00>zD<00>v<00>,<08>,<2C><14>A<7F><41>YS<59>$W(R<00>QT<><54>HA<48><41><EFBFBD>g<EFBFBD>1<16>R<00>QT<><54>HA<48><41><EFBFBD>g<EFBFBD>1<16>/<00><00><><EFBFBD><EFBFBD><00><00>PB<><42><EFBFBD><EFBFBD><EFBFBD>0O<30>}1|<7C>&Ym<><6D><EFBFBD> RyB<79>^0 <0B>͆RR<>n]; N<>#<06>ʿ_<CABF>RR<>n]; N<>#<06>ʿ_<CABF><5F><00><00><><EFBFBD><EFBFBD><01><00>X~g<><67><1B><>F<EFBFBD>6@:2<00><00>zD<00>v<00>,x<><78><EFBFBD><EFBFBD><EFBFBD><EFBFBD>L<EFBFBD><4C>\~<7E><>W<EFBFBD>S<00>V\JEKgN<67><4E><EFBFBD>j"<22><><EFBFBD>S<00>V\JEKgN<67><4E><EFBFBD>j"<22><><EFBFBD>/<00><00><><EFBFBD><EFBFBD><00><00>X<00>Ϩ<EFBFBD><CFA8>*<2A>M<EFBFBD>|<7C><><EFBFBD>z*<2A>S<00><>ק<EFBFBD><D7A7>ZC<5A>[<5B>yw<79>\<5C>S<00><>ק<EFBFBD><D7A7>ZC<5A>[<5B>yw<79>\<5C><><00><00><><EFBFBD><EFBFBD><01><00>YbU!<21>o]O<><4F>d<>\<5C><00><00>v<00>,v<><76><EFBFBD><EFBFBD><EFBFBD><EFBFBD>M<EFBFBD>,1<><31> -(T<00><><EFBFBD>AA<41><41><EFBFBD>t<EFBFBD><74>I*T<00><><EFBFBD>AA<41><41><EFBFBD>t<EFBFBD><74>I*/<00><00><><EFBFBD><EFBFBD><00><00>Q)<29><32>D<EFBFBD>)@1<>3^,<2C><><EFBFBD>I8<49>K<EFBFBD><4B>b<EFBFBD><62><EFBFBD><1E>_1<><31><EFBFBD>z<EFBFBD>G<EFBFBD>I<EFBFBD>^m9<6D><39>T<00><><06><><EFBFBD>jF<6A><46><EFBFBD><EFBFBD>,[<5B><>T<00><><06><><EFBFBD>jF<6A><46><EFBFBD><EFBFBD>,[<5B><><EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><00><00>M<00>zD{DP<><50><EFBFBD>v<00>,<08><> v<>!<21>H<EFBFBD>Ѡ<EFBFBD><D1A0>,#'Un'Z<>&F<>]J<><4A>NS<4E>Un'Z<>&F<>]J<><4A>NS<4E>/<00><00><><EFBFBD><EFBFBD><00><00>Z<00><>
B<EFBFBD>9cJ_<EFBFBD>aT\<00><>۠-<2D>>B<><42><EFBFBD><13>o<10>\<00><>۠-<2D>>B<><42><EFBFBD><13>o<10>/<00><00><><EFBFBD><EFBFBD><00><00>U<00>Q!<21>S<EFBFBD><53>J<EFBFBD><4A>><3E><>hT|\<00>|<7C>O<EFBFBD><17>E<EFBFBD><45><EFBFBD><11><><EFBFBD> \<00>|<7C>O<EFBFBD><17>E<EFBFBD><45><EFBFBD><11><><EFBFBD> <0A><00><00><><EFBFBD><EFBFBD><01><00>Vv4<>A}O<> <0C><>$><3E><00><00><00><00><><EFBFBD>=k<00><00><00><00>zD<00>{D)v<00>,<08><>B<EFBFBD>_wA<77>o<EFBFBD>q<EFBFBD><71><EFBFBD>]z<><7A> j<><6A>M<EFBFBD><4D><EFBFBD><EFBFBD>M<18>]z<><7A> j<><6A>M<EFBFBD><4D><EFBFBD><EFBFBD>M<18>/<00><00><><EFBFBD><EFBFBD><00><00>N<00><>*<2A>$1<>I<EFBFBD><12><><EFBFBD> <20>Q]<00><><EFBFBD>l:<3A>E<EFBFBD>Ұ<EFBFBD> <0A> 8]<00><><EFBFBD>l:<3A>E<EFBFBD>Ұ<EFBFBD> <0A> 8<><00><00><><EFBFBD><EFBFBD><01><00>W<00><>4<18><> K<><4B><EFBFBD><EFBFBD><EFBFBD>q <0B><00><00><00><00><><EFBFBD>>k<00><00><00><00>Q<00>zD<00>{D)v<00>,[sr<73>cY<63>B<EFBFBD>R<EFBFBD>Ng<4E>D<EFBFBD>^><3E>g<EFBFBD><67>F<><46><EFBFBD>Д<EFBFBD><D094>o^><3E>g<EFBFBD><67>F<><46><EFBFBD>Д<EFBFBD><D094>o/<00><00><><EFBFBD><EFBFBD><00><00>W<00><><06><>[\D<><17><>s ˊ^,<2C><><EFBFBD>I8<49>K<EFBFBD><4B>b<EFBFBD><62><EFBFBD><1E>^,<2C><><EFBFBD>I8<49>K<EFBFBD><4B>b<EFBFBD><62><EFBFBD><1E><><00><00><><EFBFBD><EFBFBD><01><00>T<00><><EFBFBD>AA<41><41><EFBFBD>t<EFBFBD><74>I*<00><00><00>?k<00><00><00><00>zD<00>{D)v<00>,֩<>:E<><45>E<EFBFBD><45><EFBFBD>ha<68><1F>_<00>d U<><55>B<><42><EFBFBD>K<EFBFBD>ؠv_<00>d U<><55>B<><42><EFBFBD>K<EFBFBD>ؠv/<00><00><><EFBFBD><EFBFBD><00><00>W<00><><06><>[\D<><17><>s ˊ_1<><31><EFBFBD>z<EFBFBD>G<EFBFBD>I<EFBFBD>^m9<6D><39>_1<><31><EFBFBD>z<EFBFBD>G<EFBFBD>I<EFBFBD>^m9<6D><39><EFBFBD><00><00><><EFBFBD><EFBFBD><01><00>T<00><><EFBFBD>AA<41><41><EFBFBD>t<EFBFBD><74>I*<00><00><00><><EFBFBD><EFBFBD>|A<00><00>*|}<00>u{<00><00><00>~<00><00><00>v<00><00><00><00><00>z<00>r<00><00><00><00>wabcde<00>x<00><00>stf<00><00><00>K<00>"<00>,<08><><EFBFBD><EFBFBD><EFBFBD>t6O<36><4F>  I<><00><00>U<08><>><3E><>><3E><>>?W<00>{D<00><><EFBFBD><EFBFBD>~D<00>wDU<00>V<00>u<00>HDSet references to owning character when this blueprint initializes.v<00>,o<><6F><EFBFBD><EFBFBD> SE<53><45><EFBFBD>l<EFBFBD>Q<EFBFBD><51><00><00>U<08><>><3E><>><3E><>>?W<00>{D<00>~D`wD<00>U<00>V<00>u<00>kgOnly update values if the character is valid (character exists in the world and the reference is set).v<00>,<08><01><><EFBFBD><EFBFBD>pN<70><4E>Z%<25>><3E><00><00>U<08><>><3E><>><3E><>>?W<00>zD~DwD<00>U<00>V<00>u<00><00><00>Set velocity and ground speed from the
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<00>l<1C><><EFBFBD><EFBFBD><00>l<00>l<1C><><EFBFBD><EFBFBD><00>l<00>l8<00>l<00>l<00>lh<><68><EFBFBD><EFBFBD><00>l7<00>F<EFBFBD>7<00>F@Nl8<00>l^<00><00>i<00>l(Nl'<00>lMlZM<00>lh<><68><EFBFBD><EFBFBD>%7@<00>l<00>lj
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