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] Amount of this node to blend into the output pose

  • base_pose (PoseLink): [Read-Write]

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

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

  • group_name (Name): [Read-Write] The group name (NAME_None if it is not part of any group)

  • group_role (AnimGroupRole): [Read-Write] The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)

  • ignore_for_relevancy_test (bool): [Read-Write] 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] Accumulated time used to reference the asset in this node

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

  • loop (bool): [Read-Write] Should the animation loop back to the start when it reaches the end?

  • method (AnimSyncMethod): [Read-Write] How synchronization is determined

  • pivot_socket_name (Name): [Read-Write] Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the character

  • play_rate (float): [Read-Write] 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] Whether we should reset the current play time when the blend space changes

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

  • source_socket_name (Name): [Read-Write] Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation

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

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

property alpha: float

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

Type:

(float)

property base_pose: PoseLink

[Read-Write]

Type:

(PoseLink)

property lod_threshold: int

[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

Type:

(int32)

property look_at_location: Vector

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

Type:

(Vector)

property pivot_socket_name: Name

[Read-Write] Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the source socket transform improve the lookat direction, especially when the target is close to the character

Type:

(Name)

property socket_axis: Vector

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

Type:

(Vector)

property source_socket_name: Name

[Read-Write] Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation

Type:

(Name)