#include <ComposableCameraLookAtNode.h>

Inherits: UComposableCameraCameraNodeBase

Node for looking at some target position.

Public Attributes

Return Name Description
EComposableCameraLookAtType LookAtType
FVector LookAtPosition
TObjectPtr< AActor > LookAtActor
FName LookAtSocket
EComposableCameraLookAtConstraintType LookAtConstraintType
float SoftLookAtRange
float SoftLookAtWeight
UComposableCameraInterpolatorBase * SoftLookAtInterpolator

LookAtType

EComposableCameraLookAtType LookAtType

LookAtPosition

FVector LookAtPosition

LookAtActor

TObjectPtr< AActor > LookAtActor

LookAtSocket

FName LookAtSocket

LookAtConstraintType

EComposableCameraLookAtConstraintType LookAtConstraintType

SoftLookAtRange

float SoftLookAtRange { 20.f }

SoftLookAtWeight

float SoftLookAtWeight { 0.2f }

SoftLookAtInterpolator

UComposableCameraInterpolatorBase * SoftLookAtInterpolator { nullptr }

Public Methods

Return Name Description
void OnInitialize_Implementation virtual
void OnTickNode_Implementation virtual
void GetPinDeclarations_Implementation virtual const

OnInitialize_Implementation

virtual

virtual void OnInitialize_Implementation()

OnTickNode_Implementation

virtual

virtual void OnTickNode_Implementation(float DeltaTime, const FComposableCameraPose & CurrentCameraPose, FComposableCameraPose & OutCameraPose)

GetPinDeclarations_Implementation

virtual const

virtual void GetPinDeclarations_Implementation(TArray< FComposableCameraNodePinDeclaration > & OutPins) const

Private Attributes

Return Name Description
USkeletalMeshComponent * SkeletalMeshComponentForLookAtActor
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< FRotator > > > Interpolator_T

SkeletalMeshComponentForLookAtActor

USkeletalMeshComponent * SkeletalMeshComponentForLookAtActor { nullptr }

Interpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< FRotator > > > Interpolator_T