unreal.AnimStateTransitionNode

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

Bases: AnimStateNodeBase

Anim State Transition Node

C++ Source:

  • Module: AnimGraph

  • File: AnimStateTransitionNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • automatic_rule_based_on_sequence_player_in_state (bool): [Read-Write] Automatic Rule Based on Sequence Player in State: Try setting the rule automatically based on most relevant player node’s remaining time and the CrossfadeDuration of the transition, ignoring the internal time

  • bidirectional (bool): [Read-Write] Bidirectional: This transition can go both directions

  • blend_mode (AlphaBlendOption): [Read-Write] Blend Mode

  • blend_profile (BlendProfile): [Read-Write] Blend Profile: The blend profile to use to evaluate this transition per-bone

  • crossfade_duration (float): [Read-Write] Crossfade Duration: The duration to cross-fade for

  • custom_blend_curve (CurveFloat): [Read-Write] Custom Blend Curve

  • logic_type (TransitionLogicType): [Read-Write] Logic Type: What transition logic to use

  • priority_order (int32): [Read-Write] Priority Order: The priority order of this transition. If multiple transitions out of a state go true at the same time, the one with the smallest priority order will take precedent

  • sync_group_name_to_require_valid_markers_rule (Name): [Read-Write] Sync Group Name to Require Valid Markers Rule: If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).

  • transition_end (AnimNotifyEvent): [Read-Write] Transition End

  • transition_interrupt (AnimNotifyEvent): [Read-Write] Transition Interrupt

  • transition_start (AnimNotifyEvent): [Read-Write] Transition Start

property logic_type: TransitionLogicType

[Read-Write] Logic Type: What transition logic to use

Type:

(TransitionLogicType)