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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_AssetPlayerRelevancyBase
- FAnimNode_AssetPlayerBase
- FAnimNode_BlendSpacePlayerBase
- FAnimNode_BlendSpacePlayer
- FAnimNode_AimOffsetLookAt
References
| Module | AnimGraphRuntime |
| Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h |
| Include | #include "AnimNodes/AnimNode_AimOffsetLookAt.h" |
Syntax
struct FAnimNode_AimOffsetLookAt : public FAnimNode_BlendSpacePlayer
Remarks
This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | Alpha | Amount of this node to blend into the output pose | |
| FPoseLink | BasePose | ||
| bool | bIsLODEnabled | Cached flag to indicate whether LOD threshold is enabled | |
| FVector | CurrentBlendInput | Cached calculated blend input | |
| int32 | 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 | |
| FVector | LookAtLocation | Location, in world space to look at | |
| FBoneReference | PivotSocketBoneReference | Cached reference to the pivot socket's bone | |
| FTransform | PivotSocketLocalTransform | Cached local transform of the pivot socket | |
| FName | PivotSocketName | Socket or bone to treat as the look at pivot (optional). | |
| FVector | SocketAxis | Direction in the socket transform to consider the 'forward' or look at axis | |
| FBoneReference | SocketBoneReference | Cached reference to the source socket's bone | |
| FTransform | SocketLocalTransform | Cached local transform of the source socket | |
| FName | SourceSocketName | Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | UpdateFromLookAtTarget
(
FPoseContext& LocalPoseContext |
Overridden from FAnimNode_BlendSpacePlayerBase
| Type | Name | Description | |
|---|---|---|---|
| FVector | GetPosition () |
Get the coordinates that are currently being sampled by the blendspace. |
Overridden from FAnimNode_AssetPlayerBase
| Type | Name | Description | |
|---|---|---|---|
| void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
Update method for the asset player, to be implemented by derived classes |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| int32 | Get the LOD threshold at which this node is enabled. | ||
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Initialize function for setup purposes | |
| bool | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | ||
| void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
Called once, from game thread as the parent anim instance is created |