unreal.AnimNode_BoneDrivenController

class unreal.AnimNode_BoneDrivenController(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)

Bases: AnimNode_SkeletalControlBase

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_BoneDrivenController.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affect_target_rotation_x (bool): [Read-Write] Affect Target Rotation X: Affect the X component of rotation on the target bone

  • affect_target_rotation_y (bool): [Read-Write] Affect Target Rotation Y: Affect the Y component of rotation on the target bone

  • affect_target_rotation_z (bool): [Read-Write] Affect Target Rotation Z: Affect the Z component of rotation on the target bone

  • affect_target_scale_x (bool): [Read-Write] Affect Target Scale X: Affect the X component of scale on the target bone

  • affect_target_scale_y (bool): [Read-Write] Affect Target Scale Y: Affect the Y component of scale on the target bone

  • affect_target_scale_z (bool): [Read-Write] Affect Target Scale Z: Affect the Z component of scale on the target bone

  • affect_target_translation_x (bool): [Read-Write] Affect Target Translation X: Affect the X component of translation on the target bone

  • affect_target_translation_y (bool): [Read-Write] Affect Target Translation Y: Affect the Y component of translation on the target bone

  • affect_target_translation_z (bool): [Read-Write] Affect Target Translation Z: Affect the Z component of translation on the target bone

  • 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

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

  • destination_mode (DrivenDestinationMode): [Read-Write] Destination Mode: Type of destination to drive, currently either bone or morph target

  • driving_curve (CurveFloat): [Read-Write] Driving Curve: Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used)

  • 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

  • modification_mode (DrivenBoneModificationMode): [Read-Write] Modification Mode: The type of modification to make to the destination component(s)

  • multiplier (float): [Read-Write] Multiplier: Multiplier to apply to the input value (Note: Ignored when a curve is used)

  • parameter_name (Name): [Read-Write] Parameter Name: Name of Morph Target to drive using the source attribute

  • range_max (float): [Read-Write] Range Max: Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian

  • range_min (float): [Read-Write] Range Min: Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian

  • remapped_max (float): [Read-Write] Remapped Max: Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian

  • remapped_min (float): [Read-Write] Remapped Min: Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian

  • source_bone (BoneReference): [Read-Write] Source Bone: Bone to use as controller input

  • source_component (ComponentType): [Read-Write] Source Component: Transform component to use as input

  • target_bone (BoneReference): [Read-Write] Target Bone: Bone to drive using controller input

  • use_range (bool): [Read-Write] Use Range: Whether or not to clamp the driver value and remap it before scaling it