Fix for aim offset anim node to account for socket offset when calculating pivot location

#rb Nicholas.Frechette

[CL 36758670 by euan carmichael in 5.5 branch]
This commit is contained in:
euan carmichael
2024-10-01 19:41:16 -04:00
parent cec61abd1a
commit 5c469050f2

View File

@@ -128,7 +128,7 @@ void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget(FPoseContext& LocalPoseCo
if (PivotSocketBoneReference.IsValidToEvaluate(RequiredBones))
{
const FCompactPoseBoneIndex PivotSocketBoneIndex = PivotSocketBoneReference.GetCompactPoseIndex(RequiredBones);
const FTransform PivotBoneComponentTransform = GlobalPose.GetComponentSpaceTransform(PivotSocketBoneIndex);
const FTransform PivotBoneComponentTransform = PivotSocketLocalTransform * GlobalPose.GetComponentSpaceTransform(PivotSocketBoneIndex);
SourceComponentTransform.SetTranslation(PivotBoneComponentTransform.GetTranslation());
}