unreal.AnimNode_RotationOffsetBlendSpace
¶
- class unreal.AnimNode_RotationOffsetBlendSpace(blend_weight=0.0, internal_time_accumulator=0.0, base_pose=[], lod_threshold=- 1, 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], alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=False)¶
Bases:
unreal.AnimNode_BlendSpacePlayer
TODO:: Comment
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_RotationOffsetBlendSpace.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Alpha: Current strength of the AimOffsetalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled
(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name
(Name): [Read-Write] Alpha Curve Namealpha_input_type
(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias
(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampbase_pose
(PoseLink): [Read-Write] Base Poseblend_space
(BlendSpace): [Read-Write] Blend Space: The blendspace asset to playblend_weight
(float): [Read-Write] Blend Weight: Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] Group Name: The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] Group Role: The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_for_relevancy_test
(bool): [Read-Write] Ignore for Relevancy Test: If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this nodelod_threshold
(int32): [Read-Write] LODThreshold: * 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-visitedloop
(bool): [Read-Write] Loop: Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] Method: How synchronization is determinedplay_rate
(float): [Read-Write] Play Rate: 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] Reset Play Time when Blend Space Changes: Whether we should reset the current play time when the blend space changesstart_position
(float): [Read-Write] Start Position: The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.x
(float): [Read-Write] X: The X coordinate to sample in the blendspacey
(float): [Read-Write] Y: The Y coordinate to sample in the blendspace
- property alpha_bool_blend¶
[Read-Write] Alpha Bool Blend
- Type
- property alpha_input_type¶
[Read-Write] Alpha Input Type
- Type
- property alpha_scale_bias¶
[Read-Write] Alpha Scale Bias
- Type
- property alpha_scale_bias_clamp¶
[Read-Write] Alpha Scale Bias Clamp
- Type
- property lod_threshold¶
[Read-Write] LODThreshold: * 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
- Type
(int32)