UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimNode_AimOffsetLookAt Struct Reference

#include <AnimNode_AimOffsetLookAt.h>

+ Inheritance diagram for FAnimNode_AimOffsetLookAt:

Public Member Functions

ANIMGRAPHRUNTIME_API FAnimNode_AimOffsetLookAt ()
 
virtual ANIMGRAPHRUNTIME_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance) override
 
virtual bool NeedsOnInitializeAnimInstance () const override
 
virtual ANIMGRAPHRUNTIME_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void UpdateAssetPlayer (const FAnimationUpdateContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual int32 GetLODThreshold () const override
 
virtual ANIMGRAPHRUNTIME_API FVector GetPosition () const override
 
ANIMGRAPHRUNTIME_API void UpdateFromLookAtTarget (FPoseContext &LocalPoseContext)
 
- Public Member Functions inherited from FAnimNode_BlendSpacePlayer
virtual ANIMGRAPHRUNTIME_API FName GetGroupName () const override
 
virtual ANIMGRAPHRUNTIME_API EAnimGroupRole::Type GetGroupRole () const override
 
virtual ANIMGRAPHRUNTIME_API bool GetOverridePositionWhenJoiningSyncGroupAsLeader () const override
 
virtual ANIMGRAPHRUNTIME_API EAnimSyncMethod GetGroupMethod () const override
 
virtual ANIMGRAPHRUNTIME_API bool GetIgnoreForRelevancyTest () const override
 
virtual ANIMGRAPHRUNTIME_API bool IsLooping () const override
 
virtual ANIMGRAPHRUNTIME_API bool SetGroupName (FName InGroupName) override
 
virtual ANIMGRAPHRUNTIME_API bool SetGroupRole (EAnimGroupRole::Type InRole) override
 
virtual ANIMGRAPHRUNTIME_API bool SetOverridePositionWhenJoiningSyncGroupAsLeader (bool InOverridePositionWhenJoiningSyncGroupAsLeader) override
 
virtual ANIMGRAPHRUNTIME_API bool SetGroupMethod (EAnimSyncMethod InMethod) override
 
virtual ANIMGRAPHRUNTIME_API bool SetIgnoreForRelevancyTest (bool bInIgnoreForRelevancyTest) override
 
virtual ANIMGRAPHRUNTIME_API UBlendSpaceGetBlendSpace () const override
 
virtual ANIMGRAPHRUNTIME_API float GetStartPosition () const override
 
virtual ANIMGRAPHRUNTIME_API float GetPlayRate () const override
 
virtual ANIMGRAPHRUNTIME_API bool ShouldResetPlayTimeWhenBlendSpaceChanges () const override
 
virtual ANIMGRAPHRUNTIME_API bool SetResetPlayTimeWhenBlendSpaceChanges (bool bReset) override
 
virtual ANIMGRAPHRUNTIME_API bool SetBlendSpace (UBlendSpace *InBlendSpace) override
 
virtual ANIMGRAPHRUNTIME_API bool SetPosition (FVector InPosition) override
 
virtual ANIMGRAPHRUNTIME_API bool SetPlayRate (float InPlayRate) override
 
virtual ANIMGRAPHRUNTIME_API bool SetLoop (bool bInLoop) override
 
- Public Member Functions inherited from FAnimNode_BlendSpacePlayerBase
virtual ANIMGRAPHRUNTIME_API float GetCurrentAssetTime () const override
 
virtual ANIMGRAPHRUNTIME_API float GetCurrentAssetTimePlayRateAdjusted () const override
 
virtual ANIMGRAPHRUNTIME_API float GetCurrentAssetLength () const override
 
virtual ANIMGRAPHRUNTIME_API UAnimationAssetGetAnimAsset () const override
 
ANIMGRAPHRUNTIME_API float GetTimeFromEnd (float CurrentTime) const
 
FVector GetFilteredPosition () const
 
ANIMGRAPHRUNTIME_API void SnapToPosition (const FVector &NewPosition)
 
virtual bool GetLoop () const final
 
virtual bool ShouldTeleportToTime () const
 
virtual bool IsEvaluator () const
 
- Public Member Functions inherited from FAnimNode_AssetPlayerBase
 FAnimNode_AssetPlayerBase ()=default
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context) final override
 
ENGINE_API void CreateTickRecordForNode (const FAnimationUpdateContext &Context, UAnimSequenceBase *Sequence, bool bLooping, float PlayRate, bool bIsEvaluator)
 
virtual ENGINE_API float GetAccumulatedTime () const override
 
virtual ENGINE_API void SetAccumulatedTime (float NewTime) override
 
virtual ENGINE_API float GetCachedBlendWeight () const override
 
virtual ENGINE_API void ClearCachedBlendWeight () override
 
virtual ENGINE_API const FDeltaTimeRecordGetDeltaTimeRecord () const override
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
virtual bool NeedsDynamicReset () const
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType)
 
virtual void PostCompile (const class USkeleton *InSkeleton)
 
virtual ~FAnimNode_Base ()
 
virtual void ResetDynamics ()
 
virtual bool WantsSkippedUpdates () const
 
virtual void OnUpdatesSkipped (TArrayView< const FAnimationUpdateContext * > SkippedUpdateContexts)
 
virtual void OverrideAsset (class UAnimationAsset *NewAsset)
 
ENGINE_API const FExposedValueHandlerGetEvaluateGraphExposedInputs () const
 
void SetExposedValueHandler (const FExposedValueHandler *Handler)
 
int32 GetNodeIndex () const
 
const IAnimClassInterfaceGetAnimClassInterface () const
 

Public Attributes

FTransform SocketLocalTransform
 
FTransform PivotSocketLocalTransform
 
FPoseLink BasePose
 
int32 LODThreshold
 
FName SourceSocketName
 
FName PivotSocketName
 
FVector LookAtLocation
 
FVector SocketAxis
 
float Alpha
 
FVector CurrentBlendInput
 
FBoneReference SocketBoneReference
 
FBoneReference PivotSocketBoneReference
 
bool bIsLODEnabled
 
- Public Attributes inherited from FAnimNode_BlendSpacePlayerBase
virtual UBlendSpaceGetBlendSpace () const PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual FVector GetPosition () const PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual float GetStartPosition () const PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual float GetPlayRate () const PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool ShouldResetPlayTimeWhenBlendSpaceChanges () const PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool SetResetPlayTimeWhenBlendSpaceChanges (bool bReset) PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool SetBlendSpace (UBlendSpace *InBlendSpace) PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool SetPosition (FVector InPosition) PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool SetPlayRate (float InPlayRate) PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 
virtual bool SetLoop (bool bInLoop) PURE_VIRTUAL(FAnimNode_BlendSpacePlayerBase
 

Additional Inherited Members

- Protected Member Functions inherited from FAnimNode_BlendSpacePlayerBase
ANIMGRAPHRUNTIME_API void UpdateInternal (const FAnimationUpdateContext &Context)
 
- Protected Member Functions inherited from FAnimNode_AssetPlayerBase
ENGINE_API UE::Anim::FAnimSyncParams GetSyncParams (bool bRequestedInertialization) const
 
- Protected Member Functions inherited from FAnimNode_Base
template<typename DataType >
const DataType & GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const
 
template<typename DataType >
DataType * GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr)
 
ENGINE_API bool IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy)
 
- Protected Attributes inherited from FAnimNode_BlendSpacePlayerBase
FBlendFilter BlendFilter
 
TArray< FBlendSampleDataBlendSampleDataCache
 
int32 CachedTriangulationIndex = -1
 
TObjectPtr< UBlendSpacePreviousBlendSpace = nullptr
 
- Protected Attributes inherited from FAnimNode_AssetPlayerBase
FMarkerTickRecord MarkerTickRecord
 
float BlendWeight = 0.0f
 
float InternalTimeAccumulator = 0.0f
 
FDeltaTimeRecord DeltaTimeRecord
 
bool bHasBeenFullWeight = false
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ FAnimNode_AimOffsetLookAt()

FAnimNode_AimOffsetLookAt::FAnimNode_AimOffsetLookAt ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_AimOffsetLookAt::CacheBones_AnyThread ( const FAnimationCacheBonesContext Context)
overridevirtual

Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_BlendSpacePlayerBase.

◆ Evaluate_AnyThread()

void FAnimNode_AimOffsetLookAt::Evaluate_AnyThread ( FPoseContext Output)
overridevirtual

Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

Parameters
OutputOutput structure to write pose or curve data to. Also provides access to relevant data as a context.

Reimplemented from FAnimNode_BlendSpacePlayerBase.

◆ GatherDebugData()

void FAnimNode_AimOffsetLookAt::GatherDebugData ( FNodeDebugData DebugData)
overridevirtual

Called to gather on-screen debug data. This is called on the game thread.

Parameters
DebugDataDebug data structure used to output any relevant data

Reimplemented from FAnimNode_BlendSpacePlayerBase.

◆ GetLODThreshold()

virtual int32 FAnimNode_AimOffsetLookAt::GetLODThreshold ( ) const
inlineoverridevirtual

Get the LOD level at which this node is enabled. Node is enabled if the current LOD is less than or equal to this threshold.

Reimplemented from FAnimNode_Base.

◆ GetPosition()

FVector FAnimNode_AimOffsetLookAt::GetPosition ( ) const
overridevirtual

Reimplemented from FAnimNode_BlendSpacePlayer.

◆ Initialize_AnyThread()

void FAnimNode_AimOffsetLookAt::Initialize_AnyThread ( const FAnimationInitializeContext Context)
overridevirtual

Initialize function for setup purposes

Reimplemented from FAnimNode_BlendSpacePlayerBase.

◆ NeedsOnInitializeAnimInstance()

virtual bool FAnimNode_AimOffsetLookAt::NeedsOnInitializeAnimInstance ( ) const
inlineoverridevirtual

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime.

Reimplemented from FAnimNode_Base.

◆ OnInitializeAnimInstance()

void FAnimNode_AimOffsetLookAt::OnInitializeAnimInstance ( const FAnimInstanceProxy InProxy,
const UAnimInstance InAnimInstance 
)
overridevirtual

Called once, from game thread as the parent anim instance is created

Reimplemented from FAnimNode_Base.

◆ UpdateAssetPlayer()

void FAnimNode_AimOffsetLookAt::UpdateAssetPlayer ( const FAnimationUpdateContext Context)
overridevirtual

Update method for the asset player, to be implemented by derived classes

Reimplemented from FAnimNode_BlendSpacePlayerBase.

◆ UpdateFromLookAtTarget()

void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget ( FPoseContext LocalPoseContext)

Member Data Documentation

◆ Alpha

float FAnimNode_AimOffsetLookAt::Alpha

Amount of this node to blend into the output pose

◆ BasePose

FPoseLink FAnimNode_AimOffsetLookAt::BasePose

◆ bIsLODEnabled

bool FAnimNode_AimOffsetLookAt::bIsLODEnabled

Cached flag to indicate whether LOD threshold is enabled

◆ CurrentBlendInput

FVector FAnimNode_AimOffsetLookAt::CurrentBlendInput

Cached calculated blend input

◆ LODThreshold

int32 FAnimNode_AimOffsetLookAt::LODThreshold

◆ LookAtLocation

FVector FAnimNode_AimOffsetLookAt::LookAtLocation

Location, in world space to look at

◆ PivotSocketBoneReference

FBoneReference FAnimNode_AimOffsetLookAt::PivotSocketBoneReference

Cached reference to the pivot socket's bone

◆ PivotSocketLocalTransform

FTransform FAnimNode_AimOffsetLookAt::PivotSocketLocalTransform

Cached local transform of the pivot socket

◆ PivotSocketName

FName FAnimNode_AimOffsetLookAt::PivotSocketName

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

◆ SocketAxis

FVector FAnimNode_AimOffsetLookAt::SocketAxis

Direction in the socket transform to consider the 'forward' or look at axis

◆ SocketBoneReference

FBoneReference FAnimNode_AimOffsetLookAt::SocketBoneReference

Cached reference to the source socket's bone

◆ SocketLocalTransform

FTransform FAnimNode_AimOffsetLookAt::SocketLocalTransform

Cached local transform of the source socket

◆ SourceSocketName

FName FAnimNode_AimOffsetLookAt::SourceSocketName

Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation


The documentation for this struct was generated from the following files: