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Simple controller that make a bone to look at the point or another bone
| Name | FAnimNode_LookAt |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h |
| Include Path | #include "BoneControllers/AnimNode_LookAt.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_LookAt : public FAnimNode_SkeletalControlBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_SkeletalControlBase → FAnimNode_LookAt
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_LookAt() |
In the future, it would be nice to have more options, -i.e. lag, interpolation speed | BoneControllers/AnimNode_LookAt.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneToModify | FBoneReference | Name of bone to control. This is the main bone chain to modify from. | BoneControllers/AnimNode_LookAt.h |
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| bUseLookUpAxis | bool | Whether or not to use Look up axis | BoneControllers/AnimNode_LookAt.h |
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| InterpolationTime | float | BoneControllers/AnimNode_LookAt.h |
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| InterpolationTriggerThreashold | float | BoneControllers/AnimNode_LookAt.h |
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| InterpolationType | TEnumAsByte< EInterpolationBlend::Type > | BoneControllers/AnimNode_LookAt.h |
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| LookAt_Axis | FAxis | BoneControllers/AnimNode_LookAt.h |
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| LookAtClamp | float | Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used | BoneControllers/AnimNode_LookAt.h |
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| LookAtLocation | FVector | Target Offset. | BoneControllers/AnimNode_LookAt.h |
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| LookAtTarget | FBoneSocketTarget | Target socket to look at. | BoneControllers/AnimNode_LookAt.h |
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| LookUp_Axis | FAxis | BoneControllers/AnimNode_LookAt.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedInterpoolationTime | float | Current Alpha | BoneControllers/AnimNode_LookAt.h | |
| CachedCurrentLookAtLocation | FVector | BoneControllers/AnimNode_LookAt.h | ||
| CachedCurrentTargetLocation | FVector | BoneControllers/AnimNode_LookAt.h | ||
| CachedLookAtTransform | FTransform | BoneControllers/AnimNode_LookAt.h | ||
| CachedOriginalTransform | FTransform | Debug draw cached data | BoneControllers/AnimNode_LookAt.h | |
| CachedPreviousTargetLocation | FVector | BoneControllers/AnimNode_LookAt.h | ||
| CachedTargetCoordinate | FTransform | BoneControllers/AnimNode_LookAt.h | ||
| CurrentLookAtLocation | FVector | Debug transient data | BoneControllers/AnimNode_LookAt.h | |
| CurrentTargetLocation | FVector | Current Target Location | BoneControllers/AnimNode_LookAt.h | |
| PreviousTargetLocation | FVector | BoneControllers/AnimNode_LookAt.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConditionalDebugDraw
(
FPrimitiveDrawInterface* PDI, |
BoneControllers/AnimNode_LookAt.h | ||
FVector GetCachedTargetLocation() |
BoneControllers/AnimNode_LookAt.h |
Overridden from FAnimNode_SkeletalControlBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base | BoneControllers/AnimNode_LookAt.h | |
virtual void EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | BoneControllers/AnimNode_LookAt.h | |
virtual bool IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | BoneControllers/AnimNode_LookAt.h | |
virtual void UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base | BoneControllers/AnimNode_LookAt.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
BoneControllers/AnimNode_LookAt.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
BoneControllers/AnimNode_LookAt.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ModifyPoseFromDeltaRotation
(
FComponentSpacePoseContext& Output, |
BoneControllers/AnimNode_LookAt.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static float AlphaToBlendType
(
float InAlpha, |
Turn a linear interpolated alpha into the corresponding AlphaBlendType | BoneControllers/AnimNode_LookAt.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CustomLookAtAxis_DEPRECATED | FVector | Custom look up axis in local space. | BoneControllers/AnimNode_LookAt.h | |
| CustomLookUpAxis_DEPRECATED | FVector | Custom look up axis in local space. | BoneControllers/AnimNode_LookAt.h | |
| LookAtAxis_DEPRECATED | TEnumAsByte< EAxisOption::Type > | Look at axis, which axis to align to look at point | BoneControllers/AnimNode_LookAt.h | |
| LookAtBone_DEPRECATED | FBoneReference | Target Bone to look at - You can use LookAtLocation if you need offset from this point. | BoneControllers/AnimNode_LookAt.h | |
| LookAtSocket_DEPRECATED | FName | BoneControllers/AnimNode_LookAt.h | ||
| LookUpAxis_DEPRECATED | TEnumAsByte< EAxisOption::Type > | Look up axis in local space | BoneControllers/AnimNode_LookAt.h |