unreal.AnimSingleNodeInstance
¶
-
class
unreal.
AnimSingleNodeInstance
(outer=None, name='None')¶ Bases:
unreal.AnimInstance
Anim Single Node Instance
C++ Source:
Module: Engine
File: AnimSingleNodeInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
on_all_montage_instances_ended
(OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.on_montage_blending_out
(OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finishedon_montage_ended
(OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finishedon_montage_started
(OnMontageStartedMCDelegate): [Read-Write] Called when a montage has startedpropagate_notifies_to_linked_instances
(bool): [Read-Write] Whether to propagate notifies to any linked anim instancesreceive_notifies_from_linked_instances
(bool): [Read-Write] Whether to process notifies from any linked anim instancesroot_motion_mode
(RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion from
-
get_animation_asset
() → AnimationAsset¶ Get the currently used asset
- Returns
- Return type
-
set_animation_asset
(new_asset, is_looping=True, play_rate=1.0) → None¶ Set New Asset - calls InitializeAnimation, for now we need MeshComponent *
- Parameters
new_asset (AnimationAsset) –
is_looping (bool) –
play_rate (float) –
-
set_position_with_previous_time
(position, previous_time, fire_notifies=True) → None¶ Set Position with Previous Time