unreal.AnimNode_LayeredBoneBlend

class unreal.AnimNode_LayeredBoneBlend(base_pose: PoseLink = [], blend_poses: Array[PoseLink] = [], blend_weights: Array[float] = [], mesh_space_rotation_blend: bool = False, mesh_space_scale_blend: bool = False, curve_blend_option: CurveBlendOption = Ellipsis, lod_threshold: int = 0)

Bases: AnimNode_Base

Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_LayeredBoneBlend.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_pose (PoseLink): [Read-Write] Base Pose: The source pose

  • blend_masks (Array[BlendProfile]): [Read-Write] Blend Masks: The blend masks to use for our layer inputs. Allows the use of per-bone alphas. Blend masks are used when BlendMode is BlendMask.

  • blend_mode (LayeredBoneBlendMode): [Read-Write] Blend Mode: Whether to use branch filters or a blend mask to specify an input pose per-bone influence

  • blend_poses (Array[PoseLink]): [Read-Write] Blend Poses: Each layer’s blended pose

  • blend_root_motion_based_on_root_bone (bool): [Read-Write] Blend Root Motion Based on Root Bone: Whether to incorporate the per-bone blend weight of the root bone when lending root motion

  • blend_weights (Array[float]): [Read-Write] Blend Weights: The weights of each layer

  • curve_blend_option (CurveBlendOption): [Read-Write] Curve Blend Option: How to blend the layers together

  • layer_setup (Array[InputBlendPose]): [Read-Write] Layer Setup: Configuration for the parts of the skeleton to blend for each layer. Allows certain parts of the tree to be blended out or omitted from the pose. LayerSetup is used when BlendMode is BranchFilter.

  • 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

  • mesh_space_rotation_blend (bool): [Read-Write] Mesh Space Rotation Blend: Whether to blend bone rotations in mesh space or in local space

  • mesh_space_scale_blend (bool): [Read-Write] Mesh Space Scale Blend: Whether to blend bone scales in mesh space or in local space

property base_pose: PoseLink

[Read-Write] Base Pose: The source pose

Type:

(PoseLink)

property blend_poses: Array[PoseLink]

[Read-Write] Blend Poses: Each layer’s blended pose

Type:

(Array[PoseLink])

property blend_weights: Array[float]

[Read-Write] Blend Weights: The weights of each layer

Type:

(Array[float])

property curve_blend_option: CurveBlendOption

[Read-Write] Curve Blend Option: How to blend the layers together

Type:

(CurveBlendOption)

property lod_threshold: int

[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

Type:

(int32)

property mesh_space_rotation_blend: bool

[Read-Write] Mesh Space Rotation Blend: Whether to blend bone rotations in mesh space or in local space

Type:

(bool)

property mesh_space_scale_blend: bool

[Read-Write] Mesh Space Scale Blend: Whether to blend bone scales in mesh space or in local space

Type:

(bool)