unreal.AnimPreviewAttacheInstance

class unreal.AnimPreviewAttacheInstance(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: AnimInstance

This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc

C++ Source:

  • Module: AnimGraph

  • File: AnimPreviewAttacheInstance.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_all_montage_instances_ended (OnAllMontageInstancesEndedMCDelegate): [Read-Write] On All Montage Instances Ended: Called when all Montage instances have ended.

  • on_montage_blending_out (OnMontageBlendingOutStartedMCDelegate): [Read-Write] On Montage Blending Out: Called when a montage starts blending out, whether interrupted or finished

  • on_montage_ended (OnMontageEndedMCDelegate): [Read-Write] On Montage Ended: Called when a montage has ended, whether interrupted or finished

  • on_montage_started (OnMontageStartedMCDelegate): [Read-Write] On Montage Started: Called when a montage has started

  • propagate_notifies_to_linked_instances (bool): [Read-Write] Propagate Notifies to Linked Instances: Whether to propagate notifies to any linked anim instances

  • receive_notifies_from_linked_instances (bool): [Read-Write] Receive Notifies from Linked Instances: Whether to process notifies from any linked anim instances

  • root_motion_mode (RootMotionMode): [Read-Write] Root Motion Mode: Sets where this blueprint pulls Root Motion from

  • use_main_instance_montage_evaluation_data (bool): [Read-Write] Use Main Instance Montage Evaluation Data: If true, linked instances will use the main instance’s montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.)