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UE3:SkelControlLookAt (UT3)
Object >> SkelControlBase >> SkelControlLookAt |
- Package:
- Engine
- Direct subclasses:
- UTSkelControl_CantileverBeam, UTSkelControl_LookAt
- This class in other games:
- UDK
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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.
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
Functions[edit]
Native functions[edit]
CanLookAtPoint[edit]
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.
SetLookAtAlpha[edit]
Set LookAtAlpha. Allows the controller to blend in/out while still being processed. CalculateNewBoneTransforms() is still called when ControllerStength > 0 and LookAtAlpha <= 0