unreal.AnimNode_CopyBone

class unreal.AnimNode_CopyBone(component_pose=[], lod_threshold=- 1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], copy_translation=False, copy_rotation=False, copy_scale=False)

Bases: unreal.AnimNode_SkeletalControlBase

Simple controller to copy a bone’s transform to another one.

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_CopyBone.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend

  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled

  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name

  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type

  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • control_space (BoneControlSpace): [Read-Write] Space to convert transforms into prior to copying components

  • copy_rotation (bool): [Read-Write] If Rotation should be copied

  • copy_scale (bool): [Read-Write] If Scale should be copied

  • copy_translation (bool): [Read-Write] If Translation should be copied

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

  • source_bone (BoneReference): [Read-Write] Source Bone Name to get transform from

  • target_bone (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *

property copy_rotation

[Read-Write] If Rotation should be copied

Type

(bool)

property copy_scale

[Read-Write] If Scale should be copied

Type

(bool)

property copy_translation

[Read-Write] If Translation should be copied

Type

(bool)