I'm programming some physics stuff for games and found some code that does this and I don't quite understand what the purpose is. Code reads :
`const FVector lTargetPositionInWorld = lOwnerTranslation + lOwnerRotation *(
(mInitialRelativeTranslation + mInitialRelativeRotation.Quaternion() * lBoneTranslation));`
Where rotations are quats and translations Vec4