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From Ik guy, 3 Years ago, written in Plain Text.
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  1. Begin Object Class=/Script/DragonIKPluginEditor.AnimGraphNode_DragonSpineSolver Name="AnimGraphNode_DragonSpineSolver_1"
  2.    ik_node=(dragon_input_data=(Start_Spine="Spine4",Pelvis="Root",FeetBones=((Feet_Bone_Name="PawFront_R",Knee_Bone_Name="Radius_R",Thigh_Bone_Name="Humerus_R"),(Feet_Bone_Name="PawFront_L",Knee_Bone_Name="Radius_L",Thigh_Bone_Name="Humerus_L"),(Feet_Bone_Name="PawBack_R",Knee_Bone_Name="Tibia_R",Thigh_Bone_Name="Femur_R"),(Feet_Bone_Name="PawBack_L",Knee_Bone_Name="Tibia_L",Thigh_Bone_Name="Femur_L"))),Slanted_Height_Down_Offset=-0.450000,virtual_leg_width=5.000000,rotation_power_between=0.000000,Pelvis_ForwardRotation_Intensity=2.000000,Full_Extended_Spine=False,max_extension_ratio=0.900000,min_extension_ratio=0.500000,Only_Root_Solve=True)
  3.    ShowPinForProperties(0)=(PropertyName="dragon_input_data",PropertyFriendlyName="Dragon Input Data",PropertyTooltip=NSLOCTEXT("", "7603E0D14D1DC19A662A248929D35954", "* Type the input bones used by the solver - pelvis,spine-start and feets\n* Pull this pin to create a \"make struct\" and easily type out the bones.\n* Optionally you can type the bones directly inside the solver. Doing so is slightly more recommended because it activates fast path."),CategoryName="InputData",bCanToggleVisibility=True)
  4.    ShowPinForProperties(1)=(PropertyName="Precision",PropertyFriendlyName="Precision",PropertyTooltip=NSLOCTEXT("", "59F937EC4467768E6C62ADA2BE28BF9A", "Tolerance for final tip location delta from EffectorLocation"),CategoryName="Solver")
  5.    ShowPinForProperties(2)=(PropertyName="MaximumPitch",PropertyFriendlyName="Maximum Pitch",PropertyTooltip=NSLOCTEXT("", "43AE737C46ACDB7C9EDA7A93D16253A1", "Maximum Pitch"),CategoryName="Solver")
  6.    ShowPinForProperties(3)=(PropertyName="MinimumPitch",PropertyFriendlyName="Minimum Pitch",PropertyTooltip=NSLOCTEXT("", "303E45214A66246FDF25DABE0FD3DE68", "Minimum Pitch"),CategoryName="Solver")
  7.    ShowPinForProperties(4)=(PropertyName="MaximumRoll",PropertyFriendlyName="Maximum Roll",PropertyTooltip=NSLOCTEXT("", "C7FD41094D3EE08F638B24B76BA75948", "Maximum Roll"),CategoryName="Solver")
  8.    ShowPinForProperties(5)=(PropertyName="MinimumRoll",PropertyFriendlyName="Minimum Roll",PropertyTooltip=NSLOCTEXT("", "ED72A64440063285AF120A8EF0A80433", "Minimum Roll"),CategoryName="Solver")
  9.    ShowPinForProperties(6)=(PropertyName="MaxIterations",PropertyFriendlyName="Max Iterations",PropertyTooltip=NSLOCTEXT("", "FCC86D784F7CB5FB58D7A297E17C573A", "* Maximum number of iterations allowed.\n* Best left untouched. Higher values can be more costly."),CategoryName="Solver")
  10.    ShowPinForProperties(7)=(PropertyName="ComponentPose",PropertyFriendlyName="Component Pose",PropertyTooltip=NSLOCTEXT("", "511730F0485F3FA92C21718F28B92F4C", "* Component Pose Input."),CategoryName="Links",bShowPin=True)
  11.    ShowPinForProperties(8)=(PropertyName="Alpha",PropertyFriendlyName="Alpha",PropertyTooltip=NSLOCTEXT("", "010895C741482AC36AE37991FF6D48F6", "* Alpha of the entire solver. 0 means no solving and 1 means maximum solving."),CategoryName="BasicSettings",bShowPin=True,bCanToggleVisibility=True)
  12.    ShowPinForProperties(9)=(PropertyName="Shift_Speed",PropertyFriendlyName="Shift Speed",PropertyTooltip=NSLOCTEXT("", "13651EDF4577A7F6AB7167B700D4D97A", "* The transistion speed between solve and unsolve state (eg:- when character jumps and falls back to ground).\n* Lower values means slower but smoother transition."),CategoryName="BasicSettings",bShowPin=True,bCanToggleVisibility=True)
  13.    ShowPinForProperties(10)=(PropertyName="Trace_Channel",PropertyFriendlyName="Trace Channel",PropertyTooltip=NSLOCTEXT("", "8ECC297645AF8C6D0C54B38322DD46F0", "* Trace channel used by the solver traces. Recommended to create a new dedicated trace channel for the ik through project settings."),CategoryName="BasicSettings")
  14.    ShowPinForProperties(11)=(PropertyName="Anti_Trace_Channel",PropertyFriendlyName="Anti Trace Channel",PropertyTooltip=NSLOCTEXT("", "E4E9B281419A5424F761D1A71E8F2C24", "Anti Trace Channel"),CategoryName="BasicSettings")
  15.    ShowPinForProperties(12)=(PropertyName="trace_type",PropertyFriendlyName="Trace Type",PropertyTooltip=NSLOCTEXT("", "1CEAA57B4D961079840E94B81A756EE8", "* Choose Trace type - Line,Sphere and Box."),CategoryName="BasicSettings")
  16.    ShowPinForProperties(13)=(PropertyName="Trace_Radius",PropertyFriendlyName="Trace Radius",PropertyTooltip=NSLOCTEXT("", "B624B3684BA9FBFF56E79DA9ECF55527", "* If trace type is box or sphere, its radius is controlled using the Trace Radius"),CategoryName="BasicSettings",bCanToggleVisibility=True)
  17.    ShowPinForProperties(14)=(PropertyName="LODThreshold",PropertyFriendlyName="LOD Threshold",PropertyTooltip=NSLOCTEXT("", "1FDED79F44D026564D8AEC8558B3FABD", "* Max LOD that this node is allowed to run\n* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)\n* when the component LOD becomes 3, it will stop update/evaluate"),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  18.    ShowPinForProperties(15)=(PropertyName="dip_multiplier",PropertyFriendlyName="Extra Dip Multiplier",PropertyTooltip=NSLOCTEXT("", "513789D342701D40B8B351B75F2327BF", "* If your character isn\'t dipping enough to touch the ground during slopes, slightly increase this value.\n* Only handles dipping based on the pairs of feet and the difference between their respective trace hit location.\n* Will not dip on flat surfaces."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  19.    ShowPinForProperties(16)=(PropertyName="Rotate_Around_Translate",PropertyFriendlyName="Rotate and move bone around terrain ? (Disabling gives more stable but slightly inaccurate solving)",PropertyTooltip=NSLOCTEXT("", "3931FA1D4561B08586A0DB83BA87C464", "* Enable this to rotate the pelvis and chest is perfect perpendicular fashion.\n* Good for general purpose, but can cause extreme rotation and translations in wild,sharp and uneven surfaces.\n* Recommended to experiment between this enabled and disabled."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  20.    ShowPinForProperties(17)=(PropertyName="Ignore_Lerping",PropertyFriendlyName="Ignore Lerping",PropertyTooltip=NSLOCTEXT("", "30E544144FD6307FD78A689A6AE0599E", "* Enable this to bypass interpolation and use instant solving data!"),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  21.    ShowPinForProperties(18)=(PropertyName="line_trace_downward_height",PropertyFriendlyName="Trace Downward Height",PropertyTooltip=NSLOCTEXT("", "01B6515D4B26D72975DDB08AE7AFE53A", "* Line trace height below the spines/feets"),CategoryName="BasicSettings",bCanToggleVisibility=True)
  22.    ShowPinForProperties(19)=(PropertyName="line_trace_upper_height",PropertyFriendlyName="Trace Upward Height",PropertyTooltip=NSLOCTEXT("", "E406F3564C3D805A8FA2AB80BD7253FB", "* Line trace height above the spines/feets"),CategoryName="BasicSettings",bCanToggleVisibility=True)
  23.    ShowPinForProperties(20)=(PropertyName="Use_Anti_Channel",PropertyFriendlyName="Use Anti-Channel Functionality",PropertyTooltip=NSLOCTEXT("", "3BE538C94498DCAC769147A4D2EBC114", "* Use the anti-channel in the solving logic. Use meshes with the anti-channel set to \"block\" to repel the traces from touching ceilings and closed spaces.\n* Also useful when under stairs or narrow multi-storied buildings. Cover the ceilings and under stairs with anti-channel blocked meshes."),CategoryName="BasicSettings",bCanToggleVisibility=True)
  24.    ShowPinForProperties(21)=(PropertyName="Slanted_Height_Up_Offset",PropertyFriendlyName="Extra dip When going up slopes",PropertyTooltip=NSLOCTEXT("", "7CE0603147BDBBBD6607DA9BC9320F93", "* Extra dip when pelvis is on an upward slope"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  25.    ShowPinForProperties(22)=(PropertyName="Slanted_Height_Down_Offset",PropertyFriendlyName="Extra dip When going down slopes",PropertyTooltip=NSLOCTEXT("", "30C09CF145B151D01BAB24A450BF36DC", "* Extra dip when pelvis is on a downward slope"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  26.    ShowPinForProperties(23)=(PropertyName="reverse_fabrik",PropertyFriendlyName="Reverse Fabrik",PropertyTooltip=NSLOCTEXT("", "A210F74C4CE63CF9C6DE2D945BBFEA2C", "* Enable this to prioritise chest over the pelvis.\n* The normal fabrik mode prioritises the pelvis transformation location when on extreme terrains.\n* The reverse fabrik mode ensures chest is given priority."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  27.    ShowPinForProperties(24)=(PropertyName="Calculation_To_RefPose",PropertyFriendlyName="Calculation Relative To Ref Pose",PropertyTooltip=NSLOCTEXT("", "22E31D3D4B9AE523F80490B3D03CD718", "* Should solver calculation be based on the default reference pose or the current animated pose ?"),CategoryName="BasicSettings",bCanToggleVisibility=True)
  28.    ShowPinForProperties(25)=(PropertyName="Chest_Slanted_Height_Up_Offset",PropertyFriendlyName="Extra dip When going up slopes",PropertyTooltip=NSLOCTEXT("", "B174712647BB0A6170911CB6F5DD223E", "* Extra dip when chest is on an upward slope"),CategoryName="ChestControl",bCanToggleVisibility=True)
  29.    ShowPinForProperties(26)=(PropertyName="Chest_Slanted_Height_Down_Offset",PropertyFriendlyName="Extra dip When going down slopes",PropertyTooltip=NSLOCTEXT("", "63C958CD4604D6020B2A019B28F2231E", "* Extra dip when chest is on a downward slope"),CategoryName="ChestControl",bCanToggleVisibility=True)
  30.    ShowPinForProperties(27)=(PropertyName="Chest_Base_Offset",PropertyFriendlyName="Chest Z Offset",PropertyTooltip=NSLOCTEXT("", "B9D4325F4A5CCBCE57011686B976A864", "* Optional additional Z offset for the chest"),CategoryName="ChestControl",bCanToggleVisibility=True)
  31.    ShowPinForProperties(28)=(PropertyName="Pelvis_Base_Offset",PropertyFriendlyName="Pelvis Z Offset",PropertyTooltip=NSLOCTEXT("", "7F9D813246903DF7F8826A85A4ECE422", "* Optional additional Z offset for the pelvis"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  32.    ShowPinForProperties(29)=(PropertyName="virtual_leg_width",PropertyFriendlyName="Alternate Cross Radius",PropertyTooltip=NSLOCTEXT("", "C48BBEEA4636A02697F1F48EFB8DF397", "* This is the spacing width of the 4 trace lines arranged in a cross pattern, around both pelvis and chest bones\n*  Ensure the spacing radius is tweaked to the spacing of the feet\n*  This is used for important subtle calculations, such as detecting slopes/flat surfaces.\n*  Used for rotation calculation if \"Alternate cross based rotation\" is enabled."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  33.    ShowPinForProperties(30)=(PropertyName="Maximum_Dip_Height",PropertyFriendlyName="Maximum Dip Height - Pelvis",PropertyTooltip=NSLOCTEXT("", "28EFBC8C4718C58687D8B8A1CCCD2959", "* Maximum height the pelvis can dip below the base pose. Lower values means pelvis will dip less.\n* For biped (2 feet) characters, this is only used."),CategoryName="PelvisControl",bCanToggleVisibility=True)
  34.    ShowPinForProperties(31)=(PropertyName="Maximum_Dip_Height_Chest",PropertyFriendlyName="Maximum Dip Height - Chest",PropertyTooltip=NSLOCTEXT("", "FAF8B5F648C8D2EAE3213CB0FC0B2780", "* Maximum height the chest can dip below the base pose. Lower value means chest will dip less.\n* Not applicable for biped (2 feet) characters."),CategoryName="ChestControl",bCanToggleVisibility=True)
  35.    ShowPinForProperties(32)=(PropertyName="Pelvis_Flat_Slope_Detection",PropertyFriendlyName="Differentiate between hard flat and rotated slopes",PropertyTooltip=NSLOCTEXT("", "F054409B411F4FF5AC7A8CB74A41B81D", "* Differentiate between flat planar terrains and rotate terrains"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  36.    ShowPinForProperties(33)=(PropertyName="Chest_Flat_Slope_Detection",PropertyFriendlyName="Differentiate between hard flat and rotated slopes",PropertyTooltip=NSLOCTEXT("", "C04205B44F4B3C62C58E72BA98FC1FE0", "* Differentiate between flat planar terrains and rotate terrains"),CategoryName="ChestControl",bCanToggleVisibility=True)
  37.    ShowPinForProperties(34)=(PropertyName="rotation_power_between",PropertyFriendlyName="Rotation alpha between end points",PropertyTooltip=NSLOCTEXT("", "4718C5E24FB9B7583399D2A6D76CD718", "* This is the rotation alpha value of all the bones between the pelvis and chest.\n* 1 value means full solved state, while 0 means 0 solved state."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  38.    ShowPinForProperties(35)=(PropertyName="Use_Automatic_Fabrik_Selection",PropertyFriendlyName="Automatic Fabrik Selection (Development)",PropertyTooltip=NSLOCTEXT("", "18937A024FB2173D7C7738BB403285A1", "* An experimental feature, where the solver automatically switch between fabrik and reverse fabrik mode depending on the slope."),CategoryName="Experimental",bCanToggleVisibility=True)
  39.    ShowPinForProperties(36)=(PropertyName="Location_Lerp_Speed",PropertyFriendlyName="Body Location Lerp Speed",PropertyTooltip=NSLOCTEXT("", "E4F72CB2446FD9C76BB8558D6F21BC34", "* Controls the location interpolation speed of the body.\n*   Higher values means faster interpolation.\n*   Slower values means slower but also smoother interpolation."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  40.    ShowPinForProperties(37)=(PropertyName="Rotation_Lerp_Speed",PropertyFriendlyName="Body Rotation Lerp Speed",PropertyTooltip=NSLOCTEXT("", "5338853C42965EE60312FFBB653B1D49", "* Controls the rotation interpolation speed of the body.\n*   Higher values means faster interpolation.\n*   Slower values means slower but also smoother interpolation."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  41.    ShowPinForProperties(38)=(PropertyName="Chest_Influence_Alpha",PropertyFriendlyName="Chest Influence Alpha",PropertyTooltip=NSLOCTEXT("", "9C541EE4474398C4FC5A6EA5BD5E2B9E", "* The location alpha value for the chest.\n*   1 means full solving of the chest transformation.\n*   0 means no solving of the chest transformation.\n*   Chest rotation still works regardless."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  42.    ShowPinForProperties(39)=(PropertyName="Pelvis_ForwardRotation_Intensity",PropertyFriendlyName="Pelvis Forward Rotation Intensity",PropertyTooltip=NSLOCTEXT("", "6D85CCE5489CCFBE593C7C9672A5CECF", "* Controls the intensity of the pelvis forward rotation with respect to the slopes.\n* 0 means no rotation applied."),CategoryName="PelvisControl",bCanToggleVisibility=True)
  43.    ShowPinForProperties(40)=(PropertyName="Body_Rotation_Intensity",PropertyFriendlyName="Pelvis Sideward Rotation Intensity",PropertyTooltip=NSLOCTEXT("", "7F6EF5F145065D14E8A918A59FD7C29E", "* Controls the intensity of the pelvis sideward rotation with respect to the slopes.\n* 0 means no rotation applied."),CategoryName="PelvisControl",bCanToggleVisibility=True)
  44.    ShowPinForProperties(41)=(PropertyName="Pelvis_Rotation_Offset",PropertyFriendlyName="Pelvis Post Rotation Offset",PropertyTooltip=NSLOCTEXT("", "F9983702429AAE507F3936A8DB098683", "Pelvis Rotation Offset"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  45.    ShowPinForProperties(42)=(PropertyName="Chest_ForwardRotation_Intensity",PropertyFriendlyName="Chest Forward Rotation Intensity",PropertyTooltip=NSLOCTEXT("", "ADA04CEE45EA8F5B1FE50EB300BC7F25", "* Controls the intensity of the chest forward rotation with respect to the slopes.\n* 0 means no rotation applied."),CategoryName="ChestControl",bCanToggleVisibility=True)
  46.    ShowPinForProperties(43)=(PropertyName="Chest_SidewardRotation_Intensity",PropertyFriendlyName="Chest Sideward Rotation Intensity",PropertyTooltip=NSLOCTEXT("", "2435E36F439B4B49131DFD8DD469AD71", "* Controls the intensity of the chest sideward rotation with respect to the slopes.\n* 0 means no rotation applied."),CategoryName="ChestControl",bCanToggleVisibility=True)
  47.    ShowPinForProperties(44)=(PropertyName="Chest_Rotation_Offset",PropertyFriendlyName="Chest Post Rotation Offset",PropertyTooltip=NSLOCTEXT("", "0A2BE4EA4ED7DE3E1A7E9CB0EDA07EF0", "Chest Rotation Offset"),CategoryName="ChestControl",bCanToggleVisibility=True)
  48.    ShowPinForProperties(45)=(PropertyName="Full_Extended_Spine",PropertyFriendlyName="Is spine always fully extended ?",PropertyTooltip=NSLOCTEXT("", "1BAF11514F4AE31DD5139D95569633C1", "UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedSettings, meta = (PinHiddenByDefault))\nFTransform DebugEffectorTransformTwo;"),CategoryName="SpineAdvancedTweaks",bCanToggleVisibility=True)
  49.    ShowPinForProperties(46)=(PropertyName="max_extension_ratio",PropertyFriendlyName="Fully extended ratio",PropertyTooltip=NSLOCTEXT("", "6FA0028048E6560F0A0D4E8FEF644108", "Max Extension Ratio"),CategoryName="SpineAdvancedTweaks",bCanToggleVisibility=True)
  50.    ShowPinForProperties(47)=(PropertyName="min_extension_ratio",PropertyFriendlyName="Non extended ratio",PropertyTooltip=NSLOCTEXT("", "46BF6A624E69E938C59B61A9B707913E", "Min Extension Ratio"),CategoryName="SpineAdvancedTweaks",bCanToggleVisibility=True)
  51.    ShowPinForProperties(48)=(PropertyName="extension_switch_speed",PropertyFriendlyName="Extension Switch Speed",PropertyTooltip=NSLOCTEXT("", "B573EA64404530CA56AD72B7872DAC27", "Extension Switch Speed"),CategoryName="SpineAdvancedTweaks",bCanToggleVisibility=True)
  52.    ShowPinForProperties(49)=(PropertyName="Enable_Solver",PropertyFriendlyName="Enable Solver",PropertyTooltip=NSLOCTEXT("", "D857A7ED4194EA65E25673B924A2A6AF", "* Toggle this parameter to turn on/off ik.\n* Example use case : Disable it when character is jumping or flying in the air."),CategoryName="AdvancedSettings",bShowPin=True,bCanToggleVisibility=True)
  53.    ShowPinForProperties(50)=(PropertyName="Use_Fake_Chest_Rotations",PropertyFriendlyName="Use Alternate Cross-Based Chest Rotation",PropertyTooltip=NSLOCTEXT("", "4F9ADF3A422CE1E088C1DF93073AF523", "* Enable this to use the 4 cross-based trace lines to determine the rotation of the chest instead of the default normal method"),CategoryName="ChestControl",bCanToggleVisibility=True)
  54.    ShowPinForProperties(51)=(PropertyName="Use_Fake_Pelvis_Rotations",PropertyFriendlyName="Use Alternate Cross-Based Pelvis Rotation",PropertyTooltip=NSLOCTEXT("", "94612D18480A29ECD98828AA42C3777B", "* Enable this to use the 4 cross-based trace lines to determine the rotation of the pelvis instead of the default normal method"),CategoryName="PelvisControl",bCanToggleVisibility=True)
  55.    ShowPinForProperties(52)=(PropertyName="Force_Activation",PropertyFriendlyName="Force Activation",PropertyTooltip=NSLOCTEXT("", "BB39FFA74FC4D36CA89791817A7CBBDD", "*This will force the ik to work at all times. Animals will not be able to jump if this is enabled.\n*Only recommended for testing and debugging purposes."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  56.    ShowPinForProperties(53)=(PropertyName="accurate_feet_placement",PropertyFriendlyName="Accurate Feet Placement",PropertyTooltip=NSLOCTEXT("", "3F6F6EBA45DD28DB98969BAAEC7E0B22", "*Enable this to use proper accurate feet placement logic. But it might provide jumpy nature for certain quadrupeds like horses when they are moving on slopes.\n*Recommended use case is to disable this when a quadruped animal is moving, but enable it when it is idle.\n*Recommended to always turn it on for bipeds like humans."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  57.    ShowPinForProperties(54)=(PropertyName="use_crosshair_trace_also_for_fail_distance",PropertyFriendlyName="Use Crosshair Trace Also For Fail Distance",PropertyTooltip=NSLOCTEXT("", "56589B2E4934A2D2CE662BBDFBBA3318", "*Enable this to use the 4 cross based traces to turn off the ik, if any of the trace hits are too far."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  58.    ShowPinForProperties(55)=(PropertyName="Only_Root_Solve",PropertyFriendlyName="Is Biped Character ?",PropertyTooltip=NSLOCTEXT("", "0E50BC034B721495652858AB5AAA33E0", "*Enable this to only solve the pelvis bone, while the remaining bones remain unchanged.\n*Recommended to enable it for bipeds like humans and raptors.\n* Also recommended for single root spiders."),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  59.    ShowPinForProperties(56)=(PropertyName="Overall_PostSolved_Offset",PropertyFriendlyName="Overall Post Solved Offset",PropertyTooltip=NSLOCTEXT("", "A7C81AFF4BAB95029B55F68A6FDC79C4", "*Additional offset parameters to the overall bones"),CategoryName="AdvancedSettings",bCanToggleVisibility=True)
  60.    ShowPinForProperties(57)=(PropertyName="character_direction_vector_CS",PropertyFriendlyName="Up Direction Vector",PropertyTooltip=NSLOCTEXT("", "3D6248524A4FDE9BFC82208AF1CBBA8C", "*The up direction vector of the character in component space.\n* 99% cases, this should not be altered.\n* Only needed to alter on characters that do not follow the standard unreal character orientations."),CategoryName="ComponentDirectionSettings",bCanToggleVisibility=True)
  61.    ShowPinForProperties(58)=(PropertyName="Forward_Direction_Vector",PropertyFriendlyName="Forward Direction Vector",PropertyTooltip=NSLOCTEXT("", "9089C7BD4512B316B4790690B75622F8", "*The forward direction vector of the character in component space.\n* 99% cases, this should not be altered.\n* Only needed to alter on characters that do not follow the standard unreal character orientations."),CategoryName="ComponentDirectionSettings",bCanToggleVisibility=True)
  62.    ShowPinForProperties(59)=(PropertyName="flip_forward_and_right",PropertyFriendlyName="Flip forward and right rotation",PropertyTooltip=NSLOCTEXT("", "B35E2AE44B3FF032A34BACB840566244", "*If character is rigged and animated in the opposite direction to the standard unreal forward/right directions, then enable this.\n* 99% cases, this should not be altered."),CategoryName="ComponentDirectionSettings",bCanToggleVisibility=True)
  63.    ShowPinForProperties(60)=(PropertyName="SolverReferencePose",PropertyFriendlyName="Solver Reference Pose",PropertyTooltip=NSLOCTEXT("", "CEB37E334B0D925D77832096EE9262C5", "*Whether to use the reference pose or animated pose for calculations."),CategoryName="Miscellaneous")
  64.    ShowPinForProperties(61)=(PropertyName="Spine_Feet_Connect",PropertyFriendlyName="Strict Spine-Feet pair finding",PropertyTooltip=NSLOCTEXT("", "C9A3B4144BACC72F88F24C9C0FA023D9", "*Automatically correct the spine and feet bone pairing with respect to the typed bone names in the input settings.\n*  If correct bone names are typed, it makes no difference in the end."),CategoryName="Miscellaneous",bCanToggleVisibility=True)
  65.    ShowPinForProperties(62)=(PropertyName="Snake_Joint_Speed",PropertyFriendlyName="Snake Joint Speed (If snake true)",PropertyTooltip=NSLOCTEXT("", "1FB2A18B4B22FCB0F60EFE988354CCF7", "Spine interpolation speed if snake mode is enabled."),CategoryName="SnakeSettings",bCanToggleVisibility=True)
  66.    ShowPinForProperties(63)=(PropertyName="is_snake",PropertyFriendlyName="Is it a snake ?",PropertyTooltip=NSLOCTEXT("", "D9BF1AB447290D7610734082A018FAE9", "* Enable snake mode.\n* If character is either a snake or a worm, enable this.\n* Can also be turned on for biped characters sleeping or laying on the ground."),CategoryName="SnakeSettings",bCanToggleVisibility=True)
  67.    ShowPinForProperties(64)=(PropertyName="Maximum_Feet_Distance",PropertyFriendlyName="Maximum Feet-Terrain Fail Distance",PropertyTooltip=NSLOCTEXT("", "3F2713DC4D928FC017490BA5404CB407", "* Maximum distance from feet to terrain to allow the solving to happen.\n* Higher value makes the ik to solve even on terrains far below the character."),CategoryName="BasicSettings",bCanToggleVisibility=True)
  68.    ShowPinForProperties(65)=(PropertyName="Minimum_Feet_Distance",PropertyFriendlyName="Minimum Terrain-Capsule Activation Distance",PropertyTooltip=NSLOCTEXT("", "543A31CB49D9AFC464F5E6B90EEC55AB", "* The minimum distance between feet and terrain to allow solving to happen.\n* Increase this value if ik is turning off easilly on slopes.\n* Too high of a value can make the ik to \"stick\" to the ground more, which can be undesirable.\n* Recommended to tweak this value until it feels right"),CategoryName="BasicSettings",bCanToggleVisibility=True)
  69.    ShowPinForProperties(66)=(PropertyName="DisplayLineTrace",PropertyFriendlyName="Display LineTracing",PropertyTooltip=NSLOCTEXT("", "B618A6AD445D8DC31C85B9BB805D4D38", "* Enable this to render the traces in the animgraph viewports."),CategoryName="BasicSettings",bCanToggleVisibility=True)
  70.    NodePosX=-752
  71.    bHasCompilerMessage=True
  72.    ErrorType=4
  73.    ErrorMsg="Component Pose  was visible but ignored"
  74.    NodeGuid=07A0EB8749B40C0EB2D88987E00C37A1
  75.    CustomProperties Pin (PinId=352894614DF10FCF6C7B7587989338AA,PinName="ComponentPose",PinFriendlyName=NSLOCTEXT("", "3CA7950A4D3D9C4F4CAF44946B89706A", "Component Pose"),PinToolTip="Component Pose\nComponent Space Pose Link Structure\n\n* Component Pose Input.",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  76.    CustomProperties Pin (PinId=B6D864444CC69F06D69FAEA58BDD59E5,PinName="Alpha",PinFriendlyName=NSLOCTEXT("", "C4CF908740FC5C6307EB74ACFA51C88E", "Alpha"),PinToolTip="Alpha\nFloat\n\n* Alpha of the entire solver. 0 means no solving and 1 means maximum solving.",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  77.    CustomProperties Pin (PinId=8A4F3FC3491CBB9E258E88A0D64D7C9E,PinName="Shift_Speed",PinFriendlyName=NSLOCTEXT("", "F7FD610F42FEBB8001DDC387D1F8E027", "Shift Speed"),PinToolTip="Shift Speed\nFloat\n\n* The transistion speed between solve and unsolve state (eg:- when character jumps and falls back to ground).\n* Lower values means slower but smoother transition.",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  78.    CustomProperties Pin (PinId=C99B51A04D8F38C09F8FD691839A6827,PinName="Enable_Solver",PinFriendlyName=NSLOCTEXT("", "813FC1374DC6B5BC4AA0FF93AB895B49", "Enable Solver"),PinToolTip="Enable Solver\nBoolean\n\n* Toggle this parameter to turn on/off ik.\n* Example use case : Disable it when character is jumping or flying in the air.",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="True",AutogeneratedDefaultValue="True",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  79.    CustomProperties Pin (PinId=3FF7708248B99C7A943EAFB1BA45DC3C,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_DragonFeetSolver_0 058539E0493C71D8C8613E85E34B73E4,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  80. End Object
  81. Begin Object Class=/Script/DragonIKPluginEditor.AnimGraphNode_DragonFeetSolver Name="AnimGraphNode_DragonFeetSolver_0"
  82.    ik_node=(dragon_input_data=(Start_Spine="Spine4",Pelvis="Root",FeetBones=((Feet_Bone_Name="PawFront_R",Knee_Bone_Name="Radius_R",Thigh_Bone_Name="Humerus_R"),(Feet_Bone_Name="PawFront_L",Knee_Bone_Name="Radius_L",Thigh_Bone_Name="Humerus_L"),(Feet_Bone_Name="PawBack_R",Knee_Bone_Name="Tibia_R",Thigh_Bone_Name="Femur_R"),(Feet_Bone_Name="PawBack_L",Knee_Bone_Name="Tibia_L",Thigh_Bone_Name="Femur_L"))),automatic_leg_make=False)
  83.    ShowPinForProperties(0)=(PropertyName="dragon_input_data",PropertyFriendlyName="Dragon Input Data",PropertyTooltip=NSLOCTEXT("", "72E271DC42A65498B2C85882A5002A3F", "* Type the input bones used by the solver - pelvis,spine-start and feets\n* Pull this pin to create a \"make struct\" and easily type out the bones.\n* Optionally you can type the bones directly inside the solver. Doing so is slightly more recommended because it activates fast path."),CategoryName="InputData",bCanToggleVisibility=True)
  84.    ShowPinForProperties(1)=(PropertyName="ik_type",PropertyFriendlyName="Ik Type",PropertyTooltip=NSLOCTEXT("", "91587F2A427A2D711687DE802D8A8E2B", "* Select foot ik type - two bone ik and one bone ik.\n* 99.9% best to use the default two bone ik.\n* One bone ik is only useful in case the animal has no knee bones, such as the infinity blade spiders."),CategoryName="TraceSettings")
  85.    ShowPinForProperties(2)=(PropertyName="trace_type",PropertyFriendlyName="Trace Type",PropertyTooltip=NSLOCTEXT("", "0C970B8749C56F47F1972E848A9BDD9F", "* Choose Trace type - Line,Sphere and Box."),CategoryName="TraceSettings")
  86.    ShowPinForProperties(3)=(PropertyName="Trace_Radius",PropertyFriendlyName="Trace Radius",PropertyTooltip=NSLOCTEXT("", "DABE70C84891A3894EC012AFBAC773B8", "* If trace type is box or sphere, its radius is controlled using the Trace Radius"),CategoryName="TraceSettings",bCanToggleVisibility=True)
  87.    ShowPinForProperties(4)=(PropertyName="loc_interp_type",PropertyFriendlyName="Location Interpolation Type",PropertyTooltip=NSLOCTEXT("", "2B0C39714BFA2E1049EED69989D7B1C2", "* Select the feet location interpolation method.\n* Default uses the divisive location interpolation method, which provides optimal smoothness and speed of solving.\n* Optionally can use the legacy method of interpolation."),CategoryName="InterpolationSettings")
  88.    ShowPinForProperties(5)=(PropertyName="rot_interp_type",PropertyFriendlyName="Rotation Interpolation Type",PropertyTooltip=NSLOCTEXT("", "03DC43BF481B3F128EA8318E373B26F6", "* Select the feet rotation interpolation method.\n* Default uses the divisive location interpolation method, which provides optimal smoothness and speed of solving.\n* Optionally can use the legacy method of interpolation."),CategoryName="InterpolationSettings")
  89.    ShowPinForProperties(6)=(PropertyName="automatic_leg_make",PropertyFriendlyName="Automatic Foot-Knee-Thigh detection",PropertyTooltip=NSLOCTEXT("", "485658234321E6689BA773AD42A895AB", "* Parameter to choose between automatic feet bone detection or manual method.\n* If enabled, solvers only uses the feet bones, and automatically assumes the next 2 parent bones as knees and thighs.\n* If disabled, solvers uses the feet bones, knee bones and thigh bones typed in the feet array.\n* If disabled, all bones need to be valid. Any invalid bones will not activate the ik.\n* Very useful to keep it disabled on DAZ rigs and certain animal characters, where the thigh-knee-foot are not in a straight linear hierarchy."),CategoryName="Settings",bCanToggleVisibility=True)
  90.    ShowPinForProperties(7)=(PropertyName="Use_OptionalRef_Feet_As_Ref",PropertyFriendlyName="Use (optional ref pose) as reference for foot rotation ?",PropertyTooltip=NSLOCTEXT("", "25F982E9417743ED62C501B9BA72424D", "* If enabled, the rotation of the feet will be relative to its current animation.\n* If disabled, the absolute reference rotation of the feet will be used instead, ensuring always aligned feets."),CategoryName="Settings",bCanToggleVisibility=True)
  91.    ShowPinForProperties(8)=(PropertyName="enable_solver",PropertyFriendlyName="Enable Solver",PropertyTooltip=NSLOCTEXT("", "36A9FFA048736386AC96AD92FED4E02B", "* Toggle this parameter to turn on/off ik.\n* Example use case : Disable it when character is jumping or flying in the air."),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)
  92.    ShowPinForProperties(9)=(PropertyName="OptionalRefPose",PropertyFriendlyName="(optional) Ref pose for foot rotation on slopes",PropertyTooltip=NSLOCTEXT("", "BDF6C588471A7DCC22A3EFA784D8AD55", "* Supply a cached pose copy before the spine solver to serve as a proper reference for calculating feet rotations on slopes.\n* Only used if its boolean is enabled."),CategoryName="InputData",bShowPin=True)
  93.    ShowPinForProperties(10)=(PropertyName="shift_speed",PropertyFriendlyName="Shift Speed",PropertyTooltip=NSLOCTEXT("", "AF77BACA44D3FF162991ACADFB46EB32", "* The transistion speed between solve and unsolve state of the leg ik (eg:- when character jumps and falls back to ground).\n* Lower values means slower but smoother transition."),CategoryName="InterpolationSettings",bCanToggleVisibility=True)
  94.    ShowPinForProperties(11)=(PropertyName="Location_Lerp_Speed",PropertyFriendlyName="Feet Position Interpolation Speed",PropertyTooltip=NSLOCTEXT("", "21FB438E45B8EAC5CD4C5EA21E6AC659", "* Controls the feet interpolation location speed.\n* Lower values means smoother but slower results.\n* Is ignored if \"Ignore location lerping\" is enabled."),CategoryName="InterpolationSettings",bCanToggleVisibility=True)
  95.    ShowPinForProperties(12)=(PropertyName="feet_rotation_speed",PropertyFriendlyName="Feet Rotation Interpolation Speed",PropertyTooltip=NSLOCTEXT("", "0BC3B8C44B0A66089A010AA81F5B3092", "* Controls the feet interpolation rotation speed.\n* Lower values means smoother but slower results.\n* Is ignored if \"Ignore rotation lerping\" is enabled."),CategoryName="InterpolationSettings",bCanToggleVisibility=True)
  96.    ShowPinForProperties(13)=(PropertyName="Trace_Channel",PropertyFriendlyName="Trace Channel",PropertyTooltip=NSLOCTEXT("", "6DAC750C497DCE39D4F4E1958F8951DF", "* Trace channel used by the solver traces. Recommended to create a new dedicated trace channel for the ik through project settings."),CategoryName="TraceSettings")
  97.    ShowPinForProperties(14)=(PropertyName="Anti_Trace_Channel",PropertyFriendlyName="Trace Anti-Channel",PropertyTooltip=NSLOCTEXT("", "FB59233F4753D8B9444FF8AE59FBF897", "Channel used for the trace repelling anti-channel process."),CategoryName="TraceSettings")
  98.    ShowPinForProperties(15)=(PropertyName="line_trace_upper_height",PropertyFriendlyName="Trace Height above feet",PropertyTooltip=NSLOCTEXT("", "C593E2FE49C721B9AB9A8AA2E093866E", "* Line trace height above the feet bones.\n* Too high values will cause legs to react to ceilings and trees.\n* Too low values will cause ik to not work on extreme slopes and steps."),CategoryName="TraceSettings",bCanToggleVisibility=True)
  99.    ShowPinForProperties(16)=(PropertyName="line_trace_down_height",PropertyFriendlyName="Trace Height below feet",PropertyTooltip=NSLOCTEXT("", "164871C34752E324849FA7A0B3D65C27", "* Line trace height below the feet bones. Usually best kept 0.\n* Too high values can lead to sticky IK which might be undesirable."),CategoryName="TraceSettings",bCanToggleVisibility=True)
  100.    ShowPinForProperties(17)=(PropertyName="Use_Anti_Channel",PropertyFriendlyName="Use Anti-Channel Functionality",PropertyTooltip=NSLOCTEXT("", "D3E597E947670E5F51C158915C7EEC91", "* Use the anti-channel in the solving logic. Use meshes with the anti-channel set to \"block\" to repel the traces from touching ceilings and closed spaces.\n* Also useful when under stairs or narrow multi-storied buildings. Cover the ceilings and under stairs with anti-channel blocked meshes."),CategoryName="TraceSettings",bCanToggleVisibility=True)
  101.    ShowPinForProperties(18)=(PropertyName="Ignore_Lerping",PropertyFriendlyName="Ignore Rotation Lerping",PropertyTooltip=NSLOCTEXT("", "5174FBFB4460F0FD34152A993B50A9D4", "* Enable this to completely bypass rotation interpolation and use default values!"),CategoryName="InterpolationSettings",bCanToggleVisibility=True)
  102.    ShowPinForProperties(19)=(PropertyName="Ignore_Location_Lerping",PropertyFriendlyName="Ignore Location Lerping",PropertyTooltip=NSLOCTEXT("", "D3FC4999428D5749890939AEA6C204A5", "* Enable this to completely bypass location interpolation and use default values!"),CategoryName="InterpolationSettings",bCanToggleVisibility=True)
  103.    ShowPinForProperties(20)=(PropertyName="Should_Rotate_Feet",PropertyFriendlyName="Should Solving Rotate Feet ?",PropertyTooltip=NSLOCTEXT("", "BF20346E4AF64021FAA4989D1D4B7EAA", "* Disable this to ignore feet rotaion and use default animated rotation."),CategoryName="Settings",bCanToggleVisibility=True)
  104.    ShowPinForProperties(21)=(PropertyName="show_trace_in_game",PropertyFriendlyName="Display Line Trace ?",PropertyTooltip=NSLOCTEXT("", "9457647E4094D335B7F428BAE8DF8FC2", "* Enable this to render the line traces in the animgraph viewport."),CategoryName="Settings",bCanToggleVisibility=True)
  105.    ShowPinForProperties(22)=(PropertyName="Enable_Pitch",PropertyFriendlyName="Enable Foot Pitch",PropertyTooltip=NSLOCTEXT("", "15949B9F46463CE595D477B92D4CEC33", "* Disable this to zero out the pitch of the feet."),CategoryName="Settings",bCanToggleVisibility=True)
  106.    ShowPinForProperties(23)=(PropertyName="Enable_Roll",PropertyFriendlyName="Enable Foot Roll",PropertyTooltip=NSLOCTEXT("", "89837E2541FE08DC421458AAB990DC70", "* Disable this to zero out the roll of the feet."),CategoryName="Settings",bCanToggleVisibility=True)
  107.    ShowPinForProperties(24)=(PropertyName="character_direction_vector_CS",PropertyFriendlyName="Character Up Direction Vector (Local space)",PropertyTooltip=NSLOCTEXT("", "09BE8495489356B91F55DA9E0A36DCAA", "*The up direction vector of the character in component space.\n* 99% cases, this should not be altered.\n* Only needed to alter on characters that do not follow the standard unreal character orientations."),CategoryName="Settings",bCanToggleVisibility=True)
  108.    ShowPinForProperties(25)=(PropertyName="Foot_01_Height_Offset",PropertyFriendlyName="(optional) Foot 1 Height offset",PropertyTooltip=NSLOCTEXT("", "73E4A4EA48EE3D86E7AB3EACE6C97D24", "UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SpineAdvancedTweaks, meta = (DisplayName = \"(optional) Dynamic Foot Height Offset Array\", PinHiddenByDefault))\n      TArray<float> Foot_Height_Offset_Array;"),CategoryName="DynamicFootOffset",bCanToggleVisibility=True)
  109.    ShowPinForProperties(26)=(PropertyName="Foot_02_Height_Offset",PropertyFriendlyName="(optional) Foot 2 Height offset",PropertyTooltip=NSLOCTEXT("", "3217E8F946BBEE3115BE1FB1E910D9C6", "Foot 02 Height Offset"),CategoryName="DynamicFootOffset",bCanToggleVisibility=True)
  110.    ShowPinForProperties(27)=(PropertyName="Foot_03_Height_Offset",PropertyFriendlyName="(optional) Foot 3 Height offset",PropertyTooltip=NSLOCTEXT("", "D209E8964A03421038D3828695DBD142", "Foot 03 Height Offset"),CategoryName="DynamicFootOffset",bCanToggleVisibility=True)
  111.    ShowPinForProperties(28)=(PropertyName="Foot_04_Height_Offset",PropertyFriendlyName="(optional) Foot 4 Height offset",PropertyTooltip=NSLOCTEXT("", "FE5C96CC4836A62F334B159A2DED2C24", "Foot 04 Height Offset"),CategoryName="DynamicFootOffset",bCanToggleVisibility=True)
  112.    ShowPinForProperties(29)=(PropertyName="ComponentPose",PropertyFriendlyName="Component Pose",PropertyTooltip=NSLOCTEXT("", "246994F54FD38C6CEF08DF9799845582", "Input link"),CategoryName="Links",bShowPin=True)
  113.    ShowPinForProperties(30)=(PropertyName="LODThreshold",PropertyFriendlyName="LOD Threshold",PropertyTooltip=NSLOCTEXT("", "F91798DA469DDA853F9BE8B6EFD09917", "* Max LOD that this node is allowed to run\n* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)\n* when the component LOD becomes 3, it will stop update/evaluate\n* currently transition would be issue and that has to be re-visited"),CategoryName="Performance")
  114.    ShowPinForProperties(31)=(PropertyName="AlphaInputType",PropertyFriendlyName="Alpha Input Type",PropertyTooltip=NSLOCTEXT("", "C2F9CC014F8556B14E1D30B3878AA71E", "Alpha Input Type"),CategoryName="Alpha")
  115.    ShowPinForProperties(32)=(PropertyName="Alpha",PropertyFriendlyName="Alpha",PropertyTooltip=NSLOCTEXT("", "B0F409A844390458D1D72CA297365A63", "Current strength of the skeletal control"),CategoryName="Alpha",bShowPin=True,bCanToggleVisibility=True)
  116.    ShowPinForProperties(33)=(PropertyName="AlphaScaleBias",PropertyFriendlyName="Alpha Scale Bias",PropertyTooltip=NSLOCTEXT("", "3CA97D374D999CBAD6C91D9CA1D72F72", "Alpha Scale Bias"),CategoryName="Alpha")
  117.    ShowPinForProperties(34)=(PropertyName="AlphaBoolBlend",PropertyFriendlyName="Blend Settings",PropertyTooltip=NSLOCTEXT("", "392544B84C90F51D12D54E852C5D57C0", "Alpha Bool Blend"),CategoryName="Alpha")
  118.    ShowPinForProperties(35)=(PropertyName="AlphaCurveName",PropertyFriendlyName="Alpha Curve Name",PropertyTooltip=NSLOCTEXT("", "331CC10E47E3C597F1D56BB1B32C79C0", "Alpha Curve Name"),CategoryName="Alpha",bShowPin=True,bCanToggleVisibility=True)
  119.    ShowPinForProperties(36)=(PropertyName="AlphaScaleBiasClamp",PropertyFriendlyName="Alpha Scale Bias Clamp",PropertyTooltip=NSLOCTEXT("", "7EA8D9944CF7EFE0CFCEB1BC37C6612A", "Alpha Scale Bias Clamp"),CategoryName="Alpha")
  120.    NodePosX=-464
  121.    NodePosY=-32
  122.    bHasCompilerMessage=True
  123.    ErrorType=4
  124.    ErrorMsg="(Optional) Ref Pose For Foot Rotation On Slopes  was visible but ignored"
  125.    NodeGuid=D9BD8F3E4DACFA945307E098A6F1E6E6
  126.    CustomProperties Pin (PinId=3A2A96D64A14A4C64C47D082E9E74C1E,PinName="enable_solver",PinFriendlyName=NSLOCTEXT("", "B298F25A47A1624EB88B889C80B12D4A", "Enable Solver"),PinToolTip="Enable Solver\nBoolean\n\n* Toggle this parameter to turn on/off ik.\n* Example use case : Disable it when character is jumping or flying in the air.",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="True",AutogeneratedDefaultValue="True",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  127.    CustomProperties Pin (PinId=51568CB147E7727D3401368AF8AC0EE2,PinName="OptionalRefPose",PinFriendlyName=NSLOCTEXT("", "9422B3934EF88CA4814205AE69209DDF", "(optional) Ref pose for foot rotation on slopes"),PinToolTip="(Optional) Ref Pose For Foot Rotation On Slopes\nComponent Space Pose Link Structure\n\n* Supply a cached pose copy before the spine solver to serve as a proper reference for calculating feet rotations on slopes.\n* Only used if its boolean is enabled.",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  128.    CustomProperties Pin (PinId=058539E0493C71D8C8613E85E34B73E4,PinName="ComponentPose",PinFriendlyName=NSLOCTEXT("", "698D9FC2417F3AEDF0CC59BE50ABBC71", "Component Pose"),PinToolTip="Component Pose\nComponent Space Pose Link Structure\n\nInput link",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_DragonSpineSolver_1 3FF7708248B99C7A943EAFB1BA45DC3C,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  129.    CustomProperties Pin (PinId=E6E2414448C862D70795B4A895023C1C,PinName="Alpha",PinFriendlyName=NSLOCTEXT("", "D952D7F6469AAC36FA6CD2B4BF508285", "Alpha"),PinToolTip="Alpha\nFloat\n\nCurrent strength of the skeletal control",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  130.    CustomProperties Pin (PinId=14DF4FBF40A4B0FE89B3DFAED3DC6F3C,PinName="AlphaCurveName",PinFriendlyName=NSLOCTEXT("", "5F6BEF574BC2C6628BE154AD01485109", "Alpha Curve Name"),PinToolTip="Alpha Curve Name\nName\n\nAlpha Curve Name",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="None",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  131.    CustomProperties Pin (PinId=6C76D17C4705D200BEBB7CAFF4EFBE9C,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_ComponentToLocalSpace_0 985025EE449204E22D595AA978B463B5,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
  132. End Object
  133.