- class unreal.AnimNode_SequenceEvaluator_Standalone(blend_weight=0.0, internal_time_accumulator=0.0)¶
Sequence evaluator node that can be used standalone (without constant folding)
Editor Properties: (see get_editor_property/set_editor_property)
blend_weight(float): [Read-Write] Blend Weight: Last encountered blendweight for this node
explicit_time(float): [Read-Write] Explicit Time: The time at which to evaluate the associated sequence
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
method(AnimSyncMethod): [Read-Write] Method: How synchronization is determined
reinitialization_behavior(SequenceEvalReinit): [Read-Write] Reinitialization Behavior: What to do when SequenceEvaluator is reinitialized
sequence(AnimSequenceBase): [Read-Write] Sequence: The animation sequence asset to evaluate
should_loop(bool): [Read-Write] Should Loop: This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup
start_position(float): [Read-Write] Start Position: The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.
teleport_to_explicit_time(bool): [Read-Write] Teleport to Explicit Time: If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.)
If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.