- class unreal.AnimNode_BlendSpaceEvaluator(ignore_for_relevancy_test=False, blend_weight=0.0, internal_time_accumulator=0.0, x=0.0, y=0.0, z=0.0, play_rate=1.0, loop=True, reset_play_time_when_blend_space_changes=True, start_position=0.0, blend_space=None, normalized_time=0.0)¶
Evaluates a point in a blendspace, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.
Editor Properties: (see get_editor_property/set_editor_property)
blend_space(BlendSpaceBase): [Read-Write] The blendspace asset to play
blend_weight(float): [Read-Write] Last encountered blendweight for this node
ignore_for_relevancy_test(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this node
internal_time_accumulator(float): [Read-Write] Accumulated time used to reference the asset in this node
loop(bool): [Read-Write] Should the animation continue looping when it reaches the end?
normalized_time(float): [Read-Write] Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value.
play_rate(float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.
reset_play_time_when_blend_space_changes(bool): [Read-Write] Whether we should reset the current play time when the blend space changes
start_position(float): [Read-Write] The start up position in [0, 1], it only applies when reinitialized if you loop, it will still start from 0.f after finishing the round
x(float): [Read-Write] The X coordinate to sample in the blendspace
y(float): [Read-Write] The Y coordinate to sample in the blendspace
z(float): [Read-Write] The Z coordinate to sample in the blendspace