unreal.AnimGraphNode_BlendBoneByChannel

class unreal.AnimGraphNode_BlendBoneByChannel(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: AnimGraphNode_Base

Anim Graph Node Blend Bone by Channel

C++ Source:

  • Module: AnimGraph

  • File: AnimGraphNode_BlendBoneByChannel.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 relevant

  • blend_node (AnimNode_BlendBoneByChannel): [Read-Write] Blend Node

  • initial_update_function (MemberReference): [Read-Write] Initial Update Function: Function called before the node is updated for the first time

  • property_bindings (Map[Name, AnimGraphNodePropertyBinding]): [Read-Write] Property Bindings: Map from property name->binding info

  • show_pin_for_properties (Array[OptionalPinFromProperty]): [Read-Write] Show Pin for Properties

  • 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 reference

  • update_function (MemberReference): [Read-Write] Update Function: Function called when the node is updated