unreal.AnimNode_BlendSpacePlayer_Standalone
¶
- class unreal.AnimNode_BlendSpacePlayer_Standalone(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 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 nodeloop
(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