Calculates a control rotation looking from this interactor’s resolved view origin toward the focused point.
Use this from interactor focus, projection, input, or activation code on UInteractionRuntimeInteractorComponent when the operation described by the summary is needed.
UFUNCTION(BlueprintPure, Category = "InteractionRuntime|Focus")
bool CalculateFocusedPointLookAtRotation( FRotator CurrentRotation, UPARAM(meta = (ClampMin = "0.0", UIMin = "0.0")) float MaxYawDegrees, UPARAM(meta = (ClampMin = "0.0", UIMin = "0.0")) float MaxPitchDegrees, UPARAM(meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0")) float ClampBlendAlpha, UPARAM(meta = (ClampMin = "0.0", UIMin = "0.0")) float DeltaSeconds, UPARAM(meta = (ClampMin = "0.0", UIMin = "0.0")) float InterpSpeed, FRotator& OutRotation) const;
Parameters
CurrentRotation
Current rotation before clamping.
MaxYawDegrees
Maximum allowed yaw adjustment in degrees.
MaxPitchDegrees
Maximum allowed pitch adjustment in degrees.
ClampBlendAlpha
Blend amount used while clamping the rotation.
DeltaSeconds
Elapsed time since the previous update, in seconds.
InterpSpeed
Interpolation speed used by the update.
OutRotation
Receives the calculated rotation.
Return Value
True when a look-at rotation was calculated; the rotation is written to the output parameter.
Use Cases
- Use during interactor focus, projection, input, or activation workflows when calculates a control rotation looking from this interactor's resolved view origin toward the focused point..