unreal.AnimNode_ApplyLimits

class unreal.AnimNode_ApplyLimits(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, angular_offsets: Array[Vector] = [])

Bases: AnimNode_SkeletalControlBase

Anim Node Apply Limits

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_ApplyLimits.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Alpha: 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

  • angular_offsets (Array[Vector]): [Read-Write] Angular Offsets

  • angular_range_limits (Array[AngularRangeLimit]): [Read-Write] Angular Range Limits

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

  • lod_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-visited

property angular_offsets: Array[Vector]

[Read-Write] Angular Offsets

Type:

(Array[Vector])