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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_LookAt
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h |
Include | #include "BoneControllers/AnimNode_LookAt.h" |
Syntax
struct FAnimNode_LookAt : public FAnimNode_SkeletalControlBase
Remarks
Simple controller that make a bone to look at the point or another bone
Variables
Type | Name | Description | |
---|---|---|---|
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FBoneReference | BoneToModify | Name of bone to control. This is the main bone chain to modify from. |
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bool | bUseLookUpAxis | Whether or not to use Look up axis |
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float | InterpolationTime | |
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float | InterpolationTriggerThreashold | |
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TEnumAsByte< EInterpolationBlend::Type > | InterpolationType | |
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FAxis | LookAt_Axis | |
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float | LookAtClamp | Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used |
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FVector | LookAtLocation | Target Offset. |
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FBoneSocketTarget | LookAtTarget | Target socket to look at. |
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FAxis | LookUp_Axis |
Constructors
Type | Name | Description | |
---|---|---|---|
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In the future, it would be nice to have more options, -i.e. lag, interpolation speed |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ConditionalDebugDraw
(
FPrimitiveDrawInterface* PDI, |
|
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FVector | ||
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void | ModifyPoseFromDeltaRotation
(
FComponentSpacePoseContext& Output, |
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
---|---|---|---|
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void | EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base |
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |
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void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Overridden from FAnimNode_Base
Type | Name | Description | |
---|---|---|---|
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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FVector | CustomLookAtAxis_DEPRECATED | Custom look up axis in local space. |
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FVector | CustomLookUpAxis_DEPRECATED | Custom look up axis in local space. |
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TEnumAsByte< EAxisOption::Type > | LookAtAxis_DEPRECATED | Look at axis, which axis to align to look at point |
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FBoneReference | LookAtBone_DEPRECATED | Target Bone to look at - You can use LookAtLocation if you need offset from this point. |
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FName | LookAtSocket_DEPRECATED | |
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TEnumAsByte< EAxisOption::Type > | LookUpAxis_DEPRECATED | Look up axis in local space |