unreal.AnimNode_AimOffsetLookAt

class unreal.AnimNode_AimOffsetLookAt(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, base_pose: PoseLink = [], lod_threshold: int = 0, source_socket_name: Name = 'None', pivot_socket_name: Name = 'None', look_at_location: Vector = Ellipsis, socket_axis: Vector = Ellipsis, alpha: float = 0.0)

Bases: 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 pose

  • base_pose (PoseLink): [Read-Write] Base Pose

  • blend_space (BlendSpace): [Read-Write] Blend Space: The blendspace asset to play

  • blend_weight (float): [Read-Write] Blend Weight: Last encountered blendweight for this node

  • group_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 node

  • internal_time_accumulator (float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this node

  • lod_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-visited

  • look_at_location (Vector): [Read-Write] Look at Location: Location, in world space to look at

  • loop (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 determined

  • pivot_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 direction

  • play_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 changes

  • socket_axis (Vector): [Read-Write] Socket Axis: Axis in the socket transform to consider the ‘forward’ or look at axis

  • source_socket_name (Name): [Read-Write] Source Socket Name: Socket to treat as the look at source

  • start_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 blendspace

  • y (float): [Read-Write] Y: The Y coordinate to sample in the blendspace

property alpha: float

[Read-Write] Alpha: Amount of this node to blend into the output pose

Type:

(float)

property base_pose: PoseLink

[Read-Write] Base Pose

Type:

(PoseLink)

property lod_threshold: int

[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: Vector

[Read-Write] Look at Location: Location, in world space to look at

Type:

(Vector)

property pivot_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 direction

Type:

(Name)

property socket_axis: Vector

[Read-Write] Socket Axis: Axis in the socket transform to consider the ‘forward’ or look at axis

Type:

(Vector)

property source_socket_name: Name

[Read-Write] Source Socket Name: Socket to treat as the look at source

Type:

(Name)