unreal.AnimNode_StateMachine

class unreal.AnimNode_StateMachine

Bases: AnimNode_Base

State machine node

C++ Source:

  • Module: Engine

  • File: AnimNode_StateMachine.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_conduit_entry_states (bool): [Read-Write] Allow Conduit Entry States: Allows a conduit to be used as this state machine’s entry state If a valid entry state cannot be found at runtime then this will generate a reference pose!

  • create_notify_meta_data (bool): [Read-Write] Create Notify Meta Data: Tag Notifies with meta data such as the active state and mirroring state. Producing this data has a slight performance cost.

  • max_transitions_per_frame (int32): [Read-Write] Max Transitions Per Frame: The maximum number of transitions that can be taken by this machine ‘simultaneously’ in a single frame

  • max_transitions_requests (int32): [Read-Write] Max Transitions Requests: The maximum number of transition requests that can be buffered at any time. The oldest transition requests are dropped to accommodate for newly created requests.

  • reinitialize_on_becoming_relevant (bool): [Read-Write] Reinitialize on Becoming Relevant: Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s)

  • skip_first_update_transition (bool): [Read-Write] Skip First Update Transition: When the state machine becomes relevant, it is initialized into the Entry state. It then tries to take any valid transitions to possibly end up in a different state on that same frame. - if true, that new state starts full weight. - if false, a blend is created between the entry state and that new state. In either case all visited State notifications (Begin/End) will be triggered.