class unreal.AnimNode_BlendSpacePlayer(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0)

Bases: AnimNode_BlendSpacePlayerBase

TODO:: Comment

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_BlendSpacePlayer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_space (BlendSpace): [Read-Write] Blend Space: The blendspace asset to play

  • blend_weight (float): [Read-Write] Blend Weight: Last encountered blendweight for this node

  • group_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 node

  • internal_time_accumulator (float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this node

  • loop (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 determined

  • play_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 changes

  • start_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 blendspace

  • y (float): [Read-Write] Y: The Y coordinate to sample in the blendspace