unreal.AnimNode_BlendListByEnum

class unreal.AnimNode_BlendListByEnum(blend_pose=[], blend_time=[], transition_type=BlendListTransitionType.STANDARD_BLEND, active_enum_value=0)

Bases: unreal.AnimNode_BlendListBase

Blend List by Enum, it changes based on enum input that enters

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_BlendListByEnum.h

Editor Properties: (see get_editor_property/set_editor_property)

  • active_enum_value (uint8): [Read-Write] The currently selected pose (as an enum value)

  • 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_enum_value

[Read-Write] The currently selected pose (as an enum value)

Type

(uint8)