unreal.AnimNode_LookAt
¶
- class unreal.AnimNode_LookAt(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, look_at_location: Vector = Ellipsis, interpolation_type: InterpolationBlend = Ellipsis, look_at_clamp: float = 0.0, interpolation_time: float = 0.0, interpolation_trigger_threashold: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
Simple controller that make a bone to look at the point or another bone
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_LookAt.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled
(bool): [Read-Write]alpha_curve_name
(Name): [Read-Write]alpha_input_type
(AnimAlphaInputType): [Read-Write]alpha_scale_bias
(InputScaleBias): [Read-Write]alpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write]bone_to_modify
(BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *component_pose
(ComponentSpacePoseLink): [Read-Write] Input linkinterpolation_time
(float): [Read-Write]interpolation_trigger_threashold
(float): [Read-Write]interpolation_type
(InterpolationBlend): [Read-Write]lod_threshold
(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold 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_axis
(Axis): [Read-Write]look_at_clamp
(float): [Read-Write] Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be usedlook_at_location
(Vector): [Read-Write] Target Offset. It’s in world space if LookAtBone is empty or it is based on LookAtBone or LookAtSocket in their local spacelook_at_target
(BoneSocketTarget): [Read-Write] Target socket to look at. Used if LookAtBone is empty. - You can use LookAtLocation if you need offset from this point. That location will be used in their local space. *look_up_axis
(Axis): [Read-Write]use_look_up_axis
(bool): [Read-Write] Whether or not to use Look up axis
- property interpolation_type: InterpolationBlend¶
[Read-Write]
- Type: