UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimNode_AimOffsetLookAt.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
9#include "AnimNode_AimOffsetLookAt.generated.h"
10
15USTRUCT(BlueprintInternalUseOnly)
17{
19
20
21 FTransform SocketLocalTransform;
22
24 FTransform PivotSocketLocalTransform;
25
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
27 FPoseLink BasePose;
28
29 /*
30 * Max LOD that this node is allowed to run
31 * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
32 * when the component LOD becomes 3, it will stop update/evaluate
33 * currently transition would be issue and that has to be re-visited
34 */
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta = (DisplayName = "LOD Threshold"))
36 int32 LODThreshold;
37
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
40 FName SourceSocketName;
41
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
48 FName PivotSocketName;
49
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault))
52 FVector LookAtLocation;
53
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
56 FVector SocketAxis;
57
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault))
60 float Alpha;
61
63 FVector CurrentBlendInput;
64
66 FBoneReference SocketBoneReference;
67
69 FBoneReference PivotSocketBoneReference;
70
72 bool bIsLODEnabled;
73
74public:
76
77 // FAnimNode_Base interface
79 virtual bool NeedsOnInitializeAnimInstance() const override { return true; }
80 ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
81 ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
82 ANIMGRAPHRUNTIME_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
83 ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
84 ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
85 virtual int32 GetLODThreshold() const override { return LODThreshold; }
86 // End of FAnimNode_Base interface
87
88 // FAnimNode_BlendSpacePlayer interface
89 ANIMGRAPHRUNTIME_API virtual FVector GetPosition() const override;
90
91 ANIMGRAPHRUNTIME_API void UpdateFromLookAtTarget(FPoseContext& LocalPoseContext);
92};
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define USTRUCT(...)
Definition ObjectMacros.h:746
Definition NameTypes.h:617
Definition AnimInstance.h:353
Definition AnimInstanceProxy.h:144
Definition AnimNode_AimOffsetLookAt.h:17
virtual int32 GetLODThreshold() const override
Definition AnimNode_AimOffsetLookAt.h:85
Definition AnimNode_BlendSpacePlayer.h:122
Definition AnimNodeBase.h:337
Definition AnimNodeBase.h:324
Definition AnimNodeBase.h:354
Definition BoneReference.h:14
Definition AnimNodeBase.h:642
Definition AnimNodeBase.h:479