unreal.AnimNode_AimOffsetLookAt
¶
- class unreal.AnimNode_AimOffsetLookAt(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, base_pose: PoseLink = [], lod_threshold: int = 0, source_socket_name: Name = 'None', pivot_socket_name: Name = 'None', look_at_location: Vector = Ellipsis, socket_axis: Vector = Ellipsis, alpha: float = 0.0)¶
Bases:
AnimNode_BlendSpacePlayer
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.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_AimOffsetLookAt.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Amount of this node to blend into the output posebase_pose
(PoseLink): [Read-Write]blend_space
(BlendSpace): [Read-Write] The blendspace asset to playblend_weight
(float): [Read-Write] Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_for_relevancy_test
(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodelod_threshold
(int32): [Read-Write] * 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-visitedlook_at_location
(Vector): [Read-Write] Location, in world space to look atloop
(bool): [Read-Write] Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] How synchronization is determinedpivot_socket_name
(Name): [Read-Write] Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the characterplay_rate
(float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.reset_play_time_when_blend_space_changes
(bool): [Read-Write] Whether we should reset the current play time when the blend space changessocket_axis
(Vector): [Read-Write] Direction in the socket transform to consider the ‘forward’ or look at axissource_socket_name
(Name): [Read-Write] Socket or bone to treat as the look at source. This will then be pointed at LookAtLocationstart_position
(float): [Read-Write] The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.x
(float): [Read-Write] The X coordinate to sample in the blendspacey
(float): [Read-Write] The Y coordinate to sample in the blendspace
- property lod_threshold: int¶
[Read-Write] * 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
- Type:
(int32)
- property pivot_socket_name: Name¶
[Read-Write] Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the character
- Type:
(Name)