I don't need to test my programs. I have an error-correcting modem.

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[edit]

Property group 'Limit'[edit]

AllowRotationOtherBoneName[edit]

Type: name


AllowRotationSpace[edit]

Type: SkelControlBase.EBoneControlSpace


Default value: BCS_BoneSpace

bAllowRotationX[edit]

Type: bool

Per rotation axis filtering

Default value: True

bAllowRotationY[edit]

Type: bool


Default value: True

bAllowRotationZ[edit]

Type: bool


Default value: True

bDisableBeyondLimit[edit]

Type: bool

Interp back to zero strength if limit surpassed

bEnableLimit[edit]

Type: bool

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

bLimitBasedOnRefPose[edit]

Type: bool

By default limit is based on ref pose of the character

Default value: True

bNotifyBeyondLimit[edit]

Type: bool

Call event to notify owner of limit break

bShowLimit[edit]

Type: bool

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

Default value: True

DeadZoneAngle[edit]

Type: float

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

MaxAngle[edit]

Type: float

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

OuterMaxAngle[edit]

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'[edit]

bDefineUpAxis[edit]

Type: bool

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

bInvertLookAtAxis[edit]

Type: bool

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

bInvertUpAxis[edit]

Type: bool

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

LookAtAxis[edit]

Type: Object.EAxis

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

Default value: AXIS_X

TargetLocation[edit]

Type: Object.Vector

Position in world space that this bone is looking at.

TargetLocationInterpSpeed[edit]

Type: float

Interpolation speed for TargetLocation to DesiredTargetLocation

Default value: 10.0

TargetLocationSpace[edit]

Type: SkelControlBase.EBoneControlSpace

Reference frame that TargetLocation is defined in.

TargetSpaceBoneName[edit]

Type: name

Name of bone used if TargetLocationSpace is BCS_OtherBoneSpace.

UpAxis[edit]

Type: Object.EAxis

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

Default value: AXIS_Z

Internal variables[edit]

BaseBonePos[edit]

Type: Object.Vector

Modifiers: const, transient

Internal, base bone position in component space.

BaseLookDir[edit]

Type: Object.Vector

Modifiers: const, transient

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

DesiredTargetLocation[edit]

Type: Object.Vector

Interpolation target for TargetLocation

LastCalcTime[edit]

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[edit]

Type: Object.Vector

Modifiers: const, transient

internal, used to draw base orientation for limits

LookAtAlpha[edit]

Type: float

Modifiers: const, transient

LookAtAlpha allows to cancel head look when going beyond boundaries

LookAtAlphaBlendTimeToGo[edit]

Type: float

Modifiers: const, transient


LookAtAlphaTarget[edit]

Type: float

Modifiers: const, transient


Native functions[edit]

CanLookAtPoint[edit]

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[edit]

final native function InterpolateTargetLocation (float DeltaTime)

Interpolate TargetLocation towards DesiredTargetLocation based on TargetLocationInterpSpeed

SetLookAtAlpha[edit]

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[edit]

final native function SetTargetLocation (Object.Vector NewTargetLocation)

Sets DesiredTargetLocation to a new location