// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Animation/AnimNodeBase.h" #include "AnimNodes/AnimNode_BlendSpacePlayer.h" #include "AnimNode_AimOffsetLookAt.generated.h" /** * This node uses a source transform of a socket on the skeletal mesh to automatically calculate * Yaw and Pitch directions for a referenced aim offset given a point in the world to look at. */ USTRUCT(BlueprintInternalUseOnly) struct FAnimNode_AimOffsetLookAt : public FAnimNode_BlendSpacePlayer { GENERATED_BODY() /** Cached local transform of the source socket */ FTransform SocketLocalTransform; /** Cached local transform of the pivot socket */ FTransform PivotSocketLocalTransform; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links) FPoseLink BasePose; /* * Max LOD that this node is allowed to run * For example if you have LODThreshold 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 */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta = (DisplayName = "LOD Threshold")) int32 LODThreshold; /** Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault)) FName SourceSocketName; /** * Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the * source socket transform improve the lookat direction, especially when the target is close * to the character */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault)) FName PivotSocketName; /** Location, in world space to look at */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault)) FVector LookAtLocation; /** Direction in the socket transform to consider the 'forward' or look at axis */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault)) FVector SocketAxis; /** Amount of this node to blend into the output pose */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault)) float Alpha; /** Cached calculated blend input */ FVector CurrentBlendInput; /** Cached reference to the source socket's bone */ FBoneReference SocketBoneReference; /** Cached reference to the pivot socket's bone */ FBoneReference PivotSocketBoneReference; /** Cached flag to indicate whether LOD threshold is enabled */ bool bIsLODEnabled; public: ANIMGRAPHRUNTIME_API FAnimNode_AimOffsetLookAt(); // FAnimNode_Base interface ANIMGRAPHRUNTIME_API virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override; virtual bool NeedsOnInitializeAnimInstance() const override { return true; } ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override; ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override; ANIMGRAPHRUNTIME_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override; ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override; ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override; virtual int32 GetLODThreshold() const override { return LODThreshold; } // End of FAnimNode_Base interface // FAnimNode_BlendSpacePlayer interface ANIMGRAPHRUNTIME_API virtual FVector GetPosition() const override; ANIMGRAPHRUNTIME_API void UpdateFromLookAtTarget(FPoseContext& LocalPoseContext); };