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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_AimOffsetLookAt.h>
Inheritance diagram for FAnimNode_AimOffsetLookAt: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.
| FAnimNode_AimOffsetLookAt::FAnimNode_AimOffsetLookAt | ( | ) |
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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.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_BlendSpacePlayerBase.
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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.
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_BlendSpacePlayerBase.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_BlendSpacePlayerBase.
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.
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overridevirtual |
Reimplemented from FAnimNode_BlendSpacePlayer.
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overridevirtual |
Initialize function for setup purposes
Reimplemented from FAnimNode_BlendSpacePlayerBase.
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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.
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overridevirtual |
Called once, from game thread as the parent anim instance is created
Reimplemented from FAnimNode_Base.
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overridevirtual |
Update method for the asset player, to be implemented by derived classes
Reimplemented from FAnimNode_BlendSpacePlayerBase.
| void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget | ( | FPoseContext & | LocalPoseContext | ) |
| float FAnimNode_AimOffsetLookAt::Alpha |
Amount of this node to blend into the output pose
| FPoseLink FAnimNode_AimOffsetLookAt::BasePose |
| bool FAnimNode_AimOffsetLookAt::bIsLODEnabled |
Cached flag to indicate whether LOD threshold is enabled
| FVector FAnimNode_AimOffsetLookAt::CurrentBlendInput |
Cached calculated blend input
| int32 FAnimNode_AimOffsetLookAt::LODThreshold |
| FVector FAnimNode_AimOffsetLookAt::LookAtLocation |
Location, in world space to look at
| FBoneReference FAnimNode_AimOffsetLookAt::PivotSocketBoneReference |
Cached reference to the pivot socket's bone
| FTransform FAnimNode_AimOffsetLookAt::PivotSocketLocalTransform |
Cached local transform of the pivot socket
| 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
| FVector FAnimNode_AimOffsetLookAt::SocketAxis |
Direction in the socket transform to consider the 'forward' or look at axis
| FBoneReference FAnimNode_AimOffsetLookAt::SocketBoneReference |
Cached reference to the source socket's bone
| FTransform FAnimNode_AimOffsetLookAt::SocketLocalTransform |
Cached local transform of the source socket
| FName FAnimNode_AimOffsetLookAt::SourceSocketName |
Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation