unreal.AnimNode_LookAt

class unreal.AnimNode_LookAt(component_pose=[], lod_threshold=- 1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], look_at_location=[100.0, 0.0, 0.0], interpolation_type=InterpolationBlend.LINEAR, look_at_clamp=0.0, interpolation_time=0.0, interpolation_trigger_threashold=0.0)

Bases: unreal.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 control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend

  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled

  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name

  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type

  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp

  • 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 link

  • interpolation_time (float): [Read-Write] Interpolation Time

  • interpolation_trigger_threashold (float): [Read-Write] Interpolation Trigger Threashold

  • interpolation_type (InterpolationBlend): [Read-Write] Interpolation Type

  • 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-visited

  • look_at_axis (Axis): [Read-Write] Look at Axis

  • 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 used

  • look_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 space

  • look_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] Look Up Axis

  • use_look_up_axis (bool): [Read-Write] Whether or not to use Look up axis

property interpolation_time

[Read-Write] Interpolation Time

Type

(float)

property interpolation_trigger_threashold

[Read-Write] Interpolation Trigger Threashold

Type

(float)

property interpolation_type

[Read-Write] Interpolation Type

Type

(InterpolationBlend)

property look_at_clamp

[Read-Write] Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used

Type

(float)

property look_at_location

[Read-Write] Target Offset. It’s in world space if LookAtBone is empty or it is based on LookAtBone or LookAtSocket in their local space

Type

(Vector)