unreal.AnimGraphNode_BoneDrivenController

class unreal.AnimGraphNode_BoneDrivenController(outer: Object | None = None, name: Name | str = 'None')

Bases: AnimGraphNode_SkeletalControlBase

This is the ‘source version’ of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

C++ Source:

  • Module: AnimGraph

  • File: AnimGraphNode_BoneDrivenController.h

Editor Properties: (see get_editor_property/set_editor_property)

  • become_relevant_function (MemberReference): [Read-Write] Function called when the node becomes relevant, meaning it goes from having no weight to any weight.

  • initial_update_function (MemberReference): [Read-Write] Function called before the node is updated for the first time

  • node (AnimNode_BoneDrivenController): [Read-Write]

  • property_bindings (Map[Name, AnimGraphNodePropertyBinding]): [Read-Write] Map from property name->binding info

  • show_pin_for_properties (Array[OptionalPinFromProperty]): [Read-Write]

  • tag (Name): [Read-Write] Optional reference tag name. If this is set then this node can be referenced from elsewhere in this animation blueprint using an anim node reference

  • update_function (MemberReference): [Read-Write] Function called when the node is updated