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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.
| Name | FAnimNode_AimOffsetLookAt |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h |
| Include Path | #include "AnimNodes/AnimNode_AimOffsetLookAt.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_AimOffsetLookAt : public FAnimNode_BlendSpacePlayer
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_BlendSpacePlayerBase → FAnimNode_BlendSpacePlayer → FAnimNode_AimOffsetLookAt
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_AimOffsetLookAt() |
AnimNodes/AnimNode_AimOffsetLookAt.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Alpha | float | Amount of this node to blend into the output pose | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
| BasePose | FPoseLink | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
|
| bIsLODEnabled | bool | Cached flag to indicate whether LOD threshold is enabled | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| CurrentBlendInput | FVector | Cached calculated blend input | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| LODThreshold | int32 | 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 | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
| LookAtLocation | FVector | Location, in world space to look at | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
| PivotSocketBoneReference | FBoneReference | Cached reference to the pivot socket's bone | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| PivotSocketLocalTransform | FTransform | Cached local transform of the pivot socket | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| PivotSocketName | FName | Socket or bone to treat as the look at pivot (optional). | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
| SocketAxis | FVector | Direction in the socket transform to consider the 'forward' or look at axis | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
| SocketBoneReference | FBoneReference | Cached reference to the source socket's bone | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| SocketLocalTransform | FTransform | Cached local transform of the source socket | AnimNodes/AnimNode_AimOffsetLookAt.h | |
| SourceSocketName | FName | Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation | AnimNodes/AnimNode_AimOffsetLookAt.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateFromLookAtTarget
(
FPoseContext& LocalPoseContext |
AnimNodes/AnimNode_AimOffsetLookAt.h |
Overridden from FAnimNode_BlendSpacePlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVector GetPosition() |
Get the coordinates that are currently being sampled by the blendspace. | AnimNodes/AnimNode_AimOffsetLookAt.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
AnimNodes/AnimNode_AimOffsetLookAt.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual int32 GetLODThreshold() |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual bool NeedsOnInitializeAnimInstance() |
AnimNodes/AnimNode_AimOffsetLookAt.h | ||
virtual void OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
AnimNodes/AnimNode_AimOffsetLookAt.h |