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] = [])

Bases: AnimNode_SkeletalControlBase

Trail Controller

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_Trail.h

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: float

[Read-Write] Relaxation Speed Scale



property relaxation_speed_scale_input_processor: InputScaleBiasClamp

[Read-Write] Relaxation Speed Scale Input Processor



property rotation_offsets: Array[Vector]

[Read-Write] Rotation Offsets