unreal.AnimNode_RotationOffsetBlendSpace

class unreal.AnimNode_RotationOffsetBlendSpace(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, base_pose: PoseLink = [], lod_threshold: int = 0, 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, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False)

Bases: AnimNode_BlendSpacePlayer

TODO:: Comment

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_RotationOffsetBlendSpace.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Alpha: Current strength of the AimOffset

  • 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

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

  • 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

  • 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

  • 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

property alpha: float

[Read-Write] Alpha: Current strength of the AimOffset

Type:

(float)

property alpha_bool_blend: InputAlphaBoolBlend

[Read-Write] Alpha Bool Blend

Type:

(InputAlphaBoolBlend)

property alpha_bool_enabled: bool

[Read-Write] Alpha Bool Enabled

Type:

(bool)

property alpha_curve_name: Name

[Read-Write] Alpha Curve Name

Type:

(Name)

property alpha_input_type: AnimAlphaInputType

[Read-Write] Alpha Input Type

Type:

(AnimAlphaInputType)

property alpha_scale_bias: InputScaleBias

[Read-Write] Alpha Scale Bias

Type:

(InputScaleBias)

property alpha_scale_bias_clamp: InputScaleBiasClamp

[Read-Write] Alpha Scale Bias Clamp

Type:

(InputScaleBiasClamp)

property base_pose: PoseLink

[Read-Write] Base Pose

Type:

(PoseLink)

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)