unreal.AnimNode_LookAt

class unreal.AnimNode_LookAt(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], look_at_location=[100.0, 0.0, 0.0], interpolation_type=InterpolationBlend.LINEAR, look_at_clamp=0.0, interpolation_time=0.0, interpolation_trigger_threashold=0.0)

Bases: unreal.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] 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] Name of bone to control. This is the main bone chain to modify from. *
  • component_pose (ComponentSpacePoseLink): [Read-Write] 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] * 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 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] 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] 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] Whether or not to use Look up axis
interpolation_time

(float) – [Read-Write] Interpolation Time

interpolation_trigger_threashold

(float) – [Read-Write] Interpolation Trigger Threashold

interpolation_type

(InterpolationBlend) – [Read-Write] Interpolation Type

look_at_clamp

(float) – [Read-Write] 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] Target Offset. It’s in world space if LookAtBone is empty or it is based on LookAtBone or LookAtSocket in their local space