Cogito, ergo sum

UE3:SkelControlLookAt (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> AnimObject >> SkelControlBase >> SkelControlLookAt
Package: 
Engine
Direct subclasses:
UTSkelControl_CantileverBeam, UTSkelControl_LookAt
This class in other games:
UT3

null

Properties

Property group 'Limit'

AllowRotationOtherBoneName

Type: name


AllowRotationSpace

Type: SkelControlBase.EBoneControlSpace


Default value: BCS_BoneSpace

bAllowRotationX

Type: bool

Per rotation axis filtering

Default value: True

bAllowRotationY

Type: bool


Default value: True

bAllowRotationZ

Type: bool


Default value: True

bDisableBeyondLimit

Type: bool

Interp back to zero strength if limit surpassed

bEnableLimit

Type: bool

If true, only allow a certain adjustment from the reference pose of the bone.

bLimitBasedOnRefPose

Type: bool

By default limit is based on ref pose of the character

Default value: True

bNotifyBeyondLimit

Type: bool

Call event to notify owner of limit break

bShowLimit

Type: bool

If true, draw a cone in the editor to indicate the maximum allowed movement of the bone.

Default value: True

DeadZoneAngle

Type: float

Allowed error between the current look direction and the desired look direction.

MaxAngle

Type: float

The maximum rotation applied from the reference pose of the bone, in degrees.

OuterMaxAngle

Type: float

The outer maximum rotation applied from the reference pose of the bone, in degrees, that allows bone to stay in the MaxAngle

Default value: 90.0

Property group 'LookAt'

bDefineUpAxis

Type: bool

If you want to also define which axis should try to point 'up' (world +Z).

bInvertLookAtAxis

Type: bool

Whether to invert the LookAtAxis, so it points away from the TargetLocation.

bInvertUpAxis

Type: bool

Whether to invert the UpAxis, so it points down instead.

LookAtAxis

Type: Object.EAxis

Axis of the controlled bone that you wish to point at the TargetLocation.

Default value: AXIS_X

TargetLocation

Type: Object.Vector

Position in world space that this bone is looking at.

TargetLocationInterpSpeed

Type: float

Interpolation speed for TargetLocation to DesiredTargetLocation

Default value: 10.0

TargetLocationSpace

Type: SkelControlBase.EBoneControlSpace

Reference frame that TargetLocation is defined in.

TargetSpaceBoneName

Type: name

Name of bone used if TargetLocationSpace is BCS_OtherBoneSpace.

UpAxis

Type: Object.EAxis

Axis of bone to point upwards. Cannot be the same as LookAtAxis.

Default value: AXIS_Z

Internal variables

BaseBonePos

Type: Object.Vector

Modifiers: const, transient

Internal, base bone position in component space.

BaseLookDir

Type: Object.Vector

Modifiers: const, transient

Internal, base look dir, without skel controller's influence.

DesiredTargetLocation

Type: Object.Vector

Interpolation target for TargetLocation

LastCalcTime

Type: float

Modifiers: const, transient

Keep track of when the controller was last calculated. We need this to make sure BaseLookDir is accurate, when using CanLookAt().

LimitLookDir

Type: Object.Vector

Modifiers: const, transient

internal, used to draw base orientation for limits

LookAtAlpha

Type: float

Modifiers: const, transient

LookAtAlpha allows to cancel head look when going beyond boundaries

LookAtAlphaBlendTimeToGo

Type: float

Modifiers: const, transient


LookAtAlphaTarget

Type: float

Modifiers: const, transient


Native functions

CanLookAtPoint

final native function bool CanLookAtPoint (Object.Vector PointLoc, optional bool bDrawDebugInfo, optional bool bDebugUsePersistentLines, optional bool bDebugFlushLinesFirst)

returns TRUE if PointLoc is within cone of vision of look at controller. This requires the mesh to be rendered, SpaceBases has to be up to date.

Parameters:

  • PointLoc - Point in world space.
  • bDrawDebugInfo - if true, debug information will be drawn on hud.

InterpolateTargetLocation

final native function InterpolateTargetLocation (float DeltaTime)

Interpolate TargetLocation towards DesiredTargetLocation based on TargetLocationInterpSpeed

SetLookAtAlpha

final native function SetLookAtAlpha (float DesiredAlpha, float DesiredBlendTime)

Set LookAtAlpha. Allows the controller to blend in/out while still being processed. CalculateNewBoneTransforms() is still called when ControllerStength > 0 and LookAtAlpha <= 0

SetTargetLocation

final native function SetTargetLocation (Object.Vector NewTargetLocation)

Sets DesiredTargetLocation to a new location