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