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Blueprint: Getting an object to LOOK at another object

I'm trying to create a pair of eyes that will look at an object whenever it moves. In 3ds max this is quite easy to accomplish by simply giving the eyes a "Look at Constraint"

Is there such a function in UE4?

Product Version: UE 4.12
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asked Jul 08 '16 at 07:18 AM in Using UE4

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You have to make a blueprint that makes the mesh or actor rotate to look at the target location or actor each tick like NukePie explained. The math part is luckily done by UE! :)

Something like this should work:

If you are trying it in code:

 //Calculates the lookat rotation from direction vector
 FVector direction = FVector::ForwardVector;
 FRotator lookAtRotator = FRotationMatrix::MakeFromX(direction).Rotator(); 

If you are trying to make a skeletal mesh look at a target (like aiming) You should take a look at this documentation: https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimHowTo/AimOffset/

I hope this helps!


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answered Jul 08 '16 at 10:17 AM

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avatar image pdcsky Jul 08 '16 at 01:04 PM

Awesome help guys! I gave the thing a try and it seems to do the trick, what about if I wanna get 2 eyeballs that are boned up looking at each other and will keep on looking even if they're moving?

avatar image PasteDog Jul 08 '16 at 03:35 PM

How you describe it it sounds like AimOffset, take a look at the link in my previous comment :)

avatar image Dragontiger Apr 25 '17 at 09:10 PM

Can someone do a tutorial for a newbie. I'm trying tu do a short animation inside UR and a detailed tutorial of the eyes look at object will be very useful.

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Hi pdcsky,

Without knowing exactly what it is I can only speculate. Bare with this...

Ok, lets say we have a pair of eyes. A Mesh eye ball individually placed inside a skull. In the blueprints you would, possibly, have a tick event or an event that fires from a trigger then loops (performance?), pull from the eyeball mesh and create a function to set rotation.

Next you would need to do a call to find the target you are looking at. For example, get all actors of class with a For Each Loop with Break (again performance...) and find the matching actor and get its location Vector and store that reference as a variable.

Next you would set the eyeball rotation to look towards that vector by setting rotation, this could take some math. I'd suggest a clamp to stop the eye balls spinning into the back of your face.

This is probably a noob approach but I could foresee it working. Maybe not the best method but it might be a good method to try and test and then find optimisations later. (That's how I roll)

Good luck!

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answered Jul 08 '16 at 07:42 AM

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