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 Pose

  • blend_profile (BlendProfile): [Read-Write] Blend Profile

  • blend_time (Array(float)): [Read-Write] Blend Time

  • blend_type (AlphaBlendOption): [Read-Write] Blend Type

  • custom_blend_curve (CurveFloat): [Read-Write] Custom Blend Curve

  • reset_child_on_activation (bool): [Read-Write] This reinitializes child pose when re-activated. For example, when active child changes

  • transition_type (BlendListTransitionType): [Read-Write] Transition Type

property active_value

[Read-Write] Which input should be connected to the output?

Type

(bool)