unreal.LayeredBoneBlendLibrary

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

Bases: BlueprintFunctionLibrary

Exposes operations to be performed on a layered bone blend anim node.

C++ Source:

  • Module: AnimGraphRuntime

  • File: LayeredBoneBlendLibrary.h

classmethod convert_to_layered_blend_per_bone_pure(node) -> (layered_bone_blend=LayeredBoneBlendReference, result=bool)

Get a layered bone blend context from an anim node context (pure).

Parameters:

node (AnimNodeReference) –

Returns:

layered_bone_blend (LayeredBoneBlendReference):

result (bool):

Return type:

tuple

classmethod convert_to_layered_bone_blend(node) -> (LayeredBoneBlendReference, result=AnimNodeReferenceConversionResult)

Get a layered bone blend context from an anim node context.

Parameters:

node (AnimNodeReference) –

Returns:

result (AnimNodeReferenceConversionResult):

Return type:

AnimNodeReferenceConversionResult

classmethod get_num_poses(layered_bone_blend) int32

Get the number of poses that a layered bone blend node has (this does not include the base pose)

Parameters:

layered_bone_blend (LayeredBoneBlendReference) –

Return type:

int32

classmethod set_blend_mask(update_context, layered_bone_blend, pose_index, blend_mask_name) LayeredBoneBlendReference

Sets the currently-used blend mask for a blended input pose by name.

Parameters:
  • update_context (AnimUpdateContext) – The update context to use. This is used to extract the current skeleton to derive the blend mask from

  • layered_bone_blend (LayeredBoneBlendReference) – A reference to the node

  • pose_index (int32) – The pose index to set the blend mask for

  • blend_mask_name (Name) – The name of the blend mask to use

Return type:

LayeredBoneBlendReference