unreal.AnimNode_AimOffsetLookAt
¶
- class unreal.AnimNode_AimOffsetLookAt(blend_weight=0.0, internal_time_accumulator=0.0, base_pose=[], lod_threshold=- 1, source_socket_name='None', pivot_socket_name='None', look_at_location=[0.0, 0.0, 0.0], socket_axis=[1.0, 0.0, 0.0], alpha=1.0)¶
Bases:
unreal.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] Alpha: Amount of this node to blend into the output posebase_pose
(PoseLink): [Read-Write] Base Poseblend_space
(BlendSpace): [Read-Write] Blend Space: The blendspace asset to playblend_weight
(float): [Read-Write] Blend Weight: Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] Group Name: The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] Group Role: The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_for_relevancy_test
(bool): [Read-Write] Ignore for Relevancy Test: If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this nodelod_threshold
(int32): [Read-Write] 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-visitedlook_at_location
(Vector): [Read-Write] Look at Location: Location, in world space to look atloop
(bool): [Read-Write] Loop: Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] Method: How synchronization is determinedpivot_socket_name
(Name): [Read-Write] Pivot Socket Name: Socket to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform to better match the lookat directionplay_rate
(float): [Read-Write] Play Rate: 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] Reset Play Time when Blend Space Changes: Whether we should reset the current play time when the blend space changessocket_axis
(Vector): [Read-Write] Socket Axis: Axis in the socket transform to consider the ‘forward’ or look at axissource_socket_name
(Name): [Read-Write] Source Socket Name: Socket to treat as the look at sourcestart_position
(float): [Read-Write] Start Position: 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] X: The X coordinate to sample in the blendspacey
(float): [Read-Write] Y: The Y coordinate to sample in the blendspace
- property lod_threshold¶
[Read-Write] 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
- Type
(int32)
- property look_at_location¶
[Read-Write] Look at Location: Location, in world space to look at
- Type
(Vector)
- property pivot_socket_name¶
[Read-Write] Pivot Socket Name: Socket to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform to better match the lookat direction
- Type
(Name)