Procedural Motion

Procedural Motion is the core Anim Node. It iterates over all SourceActors provided in the ProceduralMotionInput, gathers their procedural motion outputs, and applies the resulting transforms to the BoneToModify input.
Application Order: Place this immediately after
ProceduralBoneRebase.Inputs/Details:
Bone to Modify: The bone used as the attachment/holder point for weapons or equipment.
Procedural Motion Input: A struct containing the data required to evaluate procedural motion.
Source Actors: The actors to scan for
ProceduralMotionComponents. This should include the character and any equipped item actors (if applicable).Pivot Offset: Same pivot offset used in
ProceduralBoneRebase.First Person: Determines whether
ProceduralMotionComponentsshould be applied in first-person or third-person context.Aiming State: Indicates whether the character is currently aiming (ranging from 0.0 to 1.0).
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