Motion 1.4
AnimateMotionglTF Batch Exporter
  • Getting Started
  • Tutorials
    • Add Footsteps to Motion
    • Add Surfaces to Motion
    • Camera Transitions
    • Creating a component
    • Retargeting Marketplace Characters
    • Using Metahumans
  • Tweaking
    • Breathing Shake
    • Crouch Deceleration
    • Jump Camera Bounce
    • Sneak Deceleration
    • Sneak Shake
    • Sprint Acceleration
    • Sprint Shake
    • Movement Sounds
  • Components
    • BP_BaseCurveManager
    • BP_BaseCharacterCurvedComponent
    • BP_BaseMotionManager
    • BP_BreathingComponent
    • BP_CharacterCoreComponent
    • BP_CharacterCurveManager
    • BP_CoreComponent
    • BP_CrouchingComponent
    • BP_CurvedComponent
    • BP_IdleComponent
    • BP_JumpingComponent
    • BP_MotionCharacter
    • BP_MotionComponent
    • BP_MovementSoundComponent
    • BP_SneakingComponent
    • BP_SprintingComponent
    • BP_TrueFirstPersonComponent
    • BP_WalkingComponent
  • Architecture
    • ECurvePositions
    • ECurveTimes
    • EMovementDirections
    • EMovementEvents
    • EMovementSoundTypes
    • ETransitionCurves
    • ETransitionPositions
    • FStructCameraCurve
    • FStructCameraCurveTransition
    • FStructCharacterGroundInfo
    • FStructMotionCurve
    • FStructMotionCurveConfiguration
    • FStructMotionCurveIdentifier
    • FStructMotionCurveTransition
    • FStructMotionCurveTransitionConfiguration
    • FStructMovementSound
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  1. Architecture

FStructCameraCurveTransition

This page describes the FStructCameraCurveTransition struct that ships with Motion. The enumeration describes TBD.

Members

Name
Description

TransitionData

Reference to the Motion Curve Transition.

Rotation

Current Transition Rotation.

InitialRotation

Rotation with which the transition has begun. Usually the last frame of the source curve before the transition started.

Last updated 2 years ago