unreal.AnimNode_BlendListByBool
¶
-
class
unreal.
AnimNode_BlendListByBool
(blend_pose=[], blend_time=[], transition_type=BlendListTransitionType.STANDARD_BLEND, active_value=False)¶ Bases:
unreal.AnimNode_BlendListBase
This node is effectively a ‘branch’, picking one of two input poses based on an input Boolean value
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_BlendListByBool.h
Editor Properties: (see get_editor_property/set_editor_property)
active_value
(bool): [Read-Write] Which input should be connected to the output?blend_pose
(Array(PoseLink)): [Read-Write] Blend Poseblend_profile
(BlendProfile): [Read-Write] Blend Profileblend_time
(Array(float)): [Read-Write] Blend Timeblend_type
(AlphaBlendOption): [Read-Write] Blend Typecustom_blend_curve
(CurveFloat): [Read-Write] Custom Blend Curvereset_child_on_activation
(bool): [Read-Write] This reinitializes child pose when re-activated. For example, when active child changestransition_type
(BlendListTransitionType): [Read-Write] Transition Type