unreal.AnimNode_LookAt

class unreal.AnimNode_LookAt(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, look_at_location: Vector = Ellipsis, interpolation_type: InterpolationBlend = Ellipsis, look_at_clamp: float = 0.0, interpolation_time: float = 0.0, interpolation_trigger_threashold: float = 0.0)

Bases: 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] Alpha: 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] Bone to Modify: Name of bone to control. This is the main bone chain to modify from. *

  • component_pose (ComponentSpacePoseLink): [Read-Write] Component Pose: 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] 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_axis (Axis): [Read-Write] Look at Axis

  • look_at_clamp (float): [Read-Write] Look at Clamp: 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] Look at Location: 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] Look at Target: 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] Use Look Up Axis: Whether or not to use Look up axis

property interpolation_time: float

[Read-Write] Interpolation Time

Type:

(float)

property interpolation_trigger_threashold: float

[Read-Write] Interpolation Trigger Threashold

Type:

(float)

property interpolation_type: InterpolationBlend

[Read-Write] Interpolation Type

Type:

(InterpolationBlend)

property look_at_clamp: float

[Read-Write] Look at Clamp: 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: Vector

[Read-Write] Look at Location: 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)