unreal.LayeredBoneBlendLibrary
¶
- class unreal.LayeredBoneBlendLibrary(outer: Object | None = None, name: 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:
- 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: