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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/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
USTRUCT (BlueprintInternalUseOnly)
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 | |
|---|---|---|---|
| FBoneReference | BoneToModify | Name of bone to control. This is the main bone chain to modify from. | |
| bool | bUseLookUpAxis | Whether or not to use Look up axis | |
| float | InterpolationTime | ||
| float | InterpolationTriggerThreashold | ||
| TEnumAsByte< EInterpolationBlend::Type > | InterpolationType | ||
| FAxis | LookAt_Axis | ||
| float | LookAtClamp | Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used | |
| FVector | LookAtLocation | Target Offset. | |
| FBoneSocketTarget | LookAtTarget | Target socket to look at. | |
| FAxis | LookUp_Axis |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| In the future, it would be nice to have more options, -i.e. lag, interpolation speed |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ConditionalDebugDraw
(
FPrimitiveDrawInterface* PDI, |
||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
||
| FVector | |||
| void | ModifyPoseFromDeltaRotation
(
FComponentSpacePoseContext& Output, |
Overridden from FAnimNode_SkeletalControlBase
| Type | Name | Description | |
|---|---|---|---|
| void | EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base | |
| void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
||
| bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | |
| void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| FVector | CustomLookAtAxis_DEPRECATED | Custom look up axis in local space. Only used if LookAtAxis==EAxisOption::Custom | |
| FVector | CustomLookUpAxis_DEPRECATED | Custom look up axis in local space. Only used if LookUpAxis==EAxisOption::Custom | |
| TEnumAsByte< EAxisOption::Type > | LookAtAxis_DEPRECATED | Look at axis, which axis to align to look at point | |
| FBoneReference | LookAtBone_DEPRECATED | Target Bone to look at - You can use LookAtLocation if you need offset from this point. | |
| FName | LookAtSocket_DEPRECATED | ||
| TEnumAsByte< EAxisOption::Type > | LookUpAxis_DEPRECATED | Look up axis in local space |