unreal.AnimGraphNode_AnimDynamics
¶
- class unreal.AnimGraphNode_AnimDynamics(outer=None, name='None')¶
Bases:
unreal.AnimGraphNode_SkeletalControlBase
Anim Graph Node Anim Dynamics
C++ Source:
Module: AnimGraph
File: AnimGraphNode_AnimDynamics.h
Editor Properties: (see get_editor_property/set_editor_property)
become_relevant_function
(MemberReference): [Read-Write] Become Relevant Function: Function called when the node becomes relevantinitial_update_function
(MemberReference): [Read-Write] Initial Update Function: Function called before the node is updated for the first timenode
(AnimNode_AnimDynamics): [Read-Write] Nodepreview_live
(bool): [Read-Write] Preview Live: Preview the live physics object on the meshproperty_bindings
(Map(Name, AnimGraphNodePropertyBinding)): [Read-Write] Property Bindings: Map from property name->binding infoshow_angular_limits
(bool): [Read-Write] Show Angular Limits: Show angular limit ranges in the viewportshow_collision_spheres
(bool): [Read-Write] Show Collision Spheres: If planar limits are enabled and the collision mode isn’t CoM, draw sphere collision sizesshow_linear_limits
(bool): [Read-Write] Show Linear Limits: Show linear (prismatic) limits in the viewportshow_pin_for_properties
(Array(OptionalPinFromProperty)): [Read-Write] Show Pin for Propertiesshow_planar_limit
(bool): [Read-Write] Show Planar Limit: Show planar limit info (actual plane, plane normal) in the viewportshow_spherical_limit
(bool): [Read-Write] Show Spherical Limit: Show spherical limits in the viewport (preview live only)tag
(Name): [Read-Write] Tag: Optional reference tag name. If this is set then this node can be referenced from elsewhere in this animation blueprint using an anim node referenceupdate_function
(MemberReference): [Read-Write] Update Function: Function called when the node is updated