FAnimNode_AimOffsetLookAt

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.

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h

Include

#include "AnimNodes/AnimNode_AimOffsetLookAt.h"

Syntax

struct FAnimNode_AimOffsetLookAt : public FAnimNode_BlendSpacePlayer

Remarks

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.

Variables

Name Description

Public variable

float

 

Alpha

Amount of this node to blend into the output pose

Public variable

FPoseLink

 

BasePose

Public variable

bool

 

bIsLODEnabled

Cached flag to indicate whether LOD threshold is enabled

Public variable

int32

 

LODThreshold

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-visited

Public variable

FVector

 

LookAtLocation

Location, in world space to look at

Public variable

FBoneReference

 

PivotSocketBoneReference

Cached reference to the pivot socket's bone

Public variable

FTransform

 

PivotSocketLocalTransform

Cached local transform of the pivot socket

Public variable

FName

 

PivotSocketName

Socket to treat as the look at pivot (optional).

Public variable

FVector

 

SocketAxis

Axis in the socket transform to consider the 'forward' or look at axis

Public variable

FBoneReference

 

SocketBoneReference

Cached reference to the source socket's bone

Public variable

FTransform

 

SocketLocalTransform

Cached local transform of the source socket

Public variable

FName

 

SourceSocketName

Socket to treat as the look at source

Constructors

Name Description

Public function

FAnimNode_AimOffsetLookAt()

Functions

Name Description

Public function

void

 

UpdateFromLookAtTarget

(
    FPoseContext& LocalPoseContext
)

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext& Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual Const

int32

 

GetLODThreshold()

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes

Public function Virtual Const

bool

 

NeedsOnInitializeAnimInstance()

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficent or inefficent to use Initialize_AnyThread), return true here.

Public function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

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