- class unreal.AnimNode_Trail(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, relaxation_speed_scale: float = 0.0, relaxation_speed_scale_input_processor: InputScaleBiasClamp = Ellipsis, rotation_offsets: Array[Vector] = )¶
Editor Properties: (see get_editor_property/set_editor_property)
actor_space_fake_vel(bool): [Read-Write] Actor Space Fake Vel: Whether ‘fake’ velocity should be applied in actor or world space.
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
base_joint(BoneReference): [Read-Write] Base Joint: Base Joint to calculate velocity from. If none, it will use Component’s World Transform. .
chain_bone_axis(AxisType): [Read-Write] Chain Bone Axis: Axis of the bones to point along trail.
chain_length(int32): [Read-Write] Chain Length: Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
component_pose(ComponentSpacePoseLink): [Read-Write] Component Pose: Input link
debug_life_time(float): [Read-Write] Debug Life Time: Debug Life Time
enable_debug(bool): [Read-Write] Enable Debug: Enable Debug in the PIE. This doesn’t work in game
fake_velocity(Vector): [Read-Write] Fake Velocity: ‘Fake’ velocity applied to bones.
invert_chain_bone_axis(bool): [Read-Write] Invert Chain Bone Axis: Invert the direction specified in ChainBoneAxis.
last_bone_rotation_anim_alpha_blend(float): [Read-Write] Last Bone Rotation Anim Alpha Blend: How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated pose
This alpha dictates the blend between parent joint and animated pose, and how much you’d like to use animated pose for
limit_rotation(bool): [Read-Write] Limit Rotation: Limit the amount that a bone can stretch from its ref-pose length.
limit_stretch(bool): [Read-Write] Limit Stretch: Limit the amount that a bone can stretch from its ref-pose length.
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
max_delta_time(float): [Read-Write] Max Delta Time: To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).
planar_limits(Array[AnimPhysPlanarLimit]): [Read-Write] Planar Limits: List of available planar limits for this node
relaxation_speed_scale(float): [Read-Write] Relaxation Speed Scale
relaxation_speed_scale_input_processor(InputScaleBiasClamp): [Read-Write] Relaxation Speed Scale Input Processor
reorient_parent_to_child(bool): [Read-Write] Reorient Parent to Child: Fix up rotation to face child for the parent
rotation_limits(Array[RotationLimit]): [Read-Write] Rotation Limits
rotation_offsets(Array[Vector]): [Read-Write] Rotation Offsets
show_base_motion(bool): [Read-Write] Show Base Motion: Show Base Motion
show_limit(bool): [Read-Write] Show Limit: Show Planar Limits *
show_trail_location(bool): [Read-Write] Show Trail Location: Show Trail Location *
stretch_limit(float): [Read-Write] Stretch Limit: If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
trail_bone(BoneReference): [Read-Write] Trail Bone: Reference to the active bone in the hierarchy to modify.
trail_relaxation_speed(RuntimeFloatCurve): [Read-Write] Trail Relaxation Speed: How quickly we ‘relax’ the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.
use_planar_limit(bool): [Read-Write] Use Planar Limit: Whether to evaluate planar limits
- property relaxation_speed_scale_input_processor: InputScaleBiasClamp¶
[Read-Write] Relaxation Speed Scale Input Processor