FAnimNode_LookAt

Simple controller that make a bone to look at the point or another bone

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h

Include

#include "BoneControllers/AnimNode_LookAt.h"

Syntax

struct FAnimNode_LookAt : public FAnimNode_SkeletalControlBase

Remarks

Simple controller that make a bone to look at the point or another bone

Variables

Name Description

Public variable

FBoneReference

 

BoneToModify

Name of bone to control. This is the main bone chain to modify from.

Public variable

bool

 

bUseLookUpAxis

Whether or not to use Look up axis

Public variable

float

 

InterpolationTime

Public variable

float

 

InterpolationTriggerThreashold

Public variable

TEnumAsByte< EI...

 

InterpolationType

Public variable

FAxis

 

LookAt_Axis

Public variable

float

 

LookAtClamp

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

Public variable

FVector

 

LookAtLocation

Target Offset.

Public variable

FBoneSocketTarg...

 

LookAtTarget

Target socket to look at.

Public variable

FAxis

 

LookUp_Axis

Constructors

Name Description

Public function

FAnimNode_LookAt()

In the future, it would be nice to have more options, -i.e. lag, interpolation speed

Functions

Name Description

Public function Const

void

 

ConditionalDebugDraw

(
    FPrimitiveDrawInterface* PDI,
    USkeletalMeshComponent* MeshCo...
)

Public function Const

FVector

 

GetCachedTargetLocation()

Protected function Virtual

void

 

ModifyPoseFromDeltaRotation

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...,
    FTransform& InOutBoneToModifyTrans...,
    const FQuat& DeltaRotation
)

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateComponentSpaceInternal

(
    FComponentSpacePoseContext& Contex...
)

Use this function to evaluate for skeletal control base

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...
)

Evaluate the new component-space transforms for the affected bones.

Public function Virtual

bool

 

IsValidToEvaluate

(
    const USkeleton* Skeleton,
    const FBoneContainer& RequiredBone...
)

Return true if it is valid to Evaluate

Public function Virtual

void

 

UpdateInternal

(
    const FAnimationUpdateContext& Con...
)

Interface for derived skeletal controls to implement use this function to update for skeletal control base

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

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

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Deprecated Variables

Name Description

Public variable

FVector

 

CustomLookAtAxis_DEPRECATED

Custom look up axis in local space.

Public variable

FVector

 

CustomLookUpAxis_DEPRECATED

Custom look up axis in local space.

Public variable

TEnumAsByte< EA...

 

LookAtAxis_DEPRECATED

Look at axis, which axis to align to look at point

Public variable

FBoneReference

 

LookAtBone_DEPRECATED

Target Bone to look at - You can use LookAtLocation if you need offset from this point.

Public variable

FName

 

LookAtSocket_DEPRECATED

Public variable

TEnumAsByte< EA...

 

LookUpAxis_DEPRECATED

Look up axis in local space