unreal.AnimNode_BlendStack

class unreal.AnimNode_BlendStack(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, animation_asset: AnimationAsset = Ellipsis, animation_time: float = 0.0, loop: bool = False, mirrored: bool = False, wanted_play_rate: float = 0.0, blend_time: float = 0.0, root_bone_blend_time: float = 0.0, max_animation_delta_time: float = 0.0, max_active_blends: int = 0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, blend_parameters: Vector = Ellipsis)

Bases: AnimNode_BlendStack_Standalone

Anim Node Blend Stack

C++ Source:

  • Plugin: PoseSearch

  • Module: PoseSearch

  • File: AnimNode_BlendStack.h

Editor Properties: (see get_editor_property/set_editor_property)

  • animation_asset (AnimationAsset): [Read-Write] requested animation to play

  • animation_time (float): [Read-Write] requested animation time. If negative, the animation will play from the beginning uninterrupted

  • blend_option (AlphaBlendOption): [Read-Write]

  • blend_parameters (Vector): [Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)

  • blend_profile (BlendProfile): [Read-Write]

  • blend_time (float): [Read-Write] tunable animation transition blend time

  • blend_weight (float): [Read-Write] Last encountered blendweight for this node

  • internal_time_accumulator (float): [Read-Write] Accumulated time used to reference the asset in this node

  • loop (bool): [Read-Write] requested AnimationAsset looping

  • max_active_blends (int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabled

  • max_animation_delta_time (float): [Read-Write] if AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animation

  • mirror_data_table (MirrorDataTable): [Read-Write] if set and bMirrored MirrorDataTable will be used for mirroring the aniamtion

  • mirrored (bool): [Read-Write] requested AnimationAsset mirroring

  • root_bone_blend_time (float): [Read-Write] Time in seconds to blend out to the new pose root bone. Negative values would imply RootBoneBlendTime is equal to BlendTime

  • wanted_play_rate (float): [Read-Write] requested animation play rate

property animation_asset: AnimationAsset

[Read-Write] requested animation to play

Type:

(AnimationAsset)

property animation_time: float

[Read-Write] requested animation time. If negative, the animation will play from the beginning uninterrupted

Type:

(float)

property blend_option: AlphaBlendOption

[Read-Write]

Type:

(AlphaBlendOption)

property blend_parameters: Vector

[Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)

Type:

(Vector)

property blend_profile: BlendProfile

[Read-Write]

Type:

(BlendProfile)

property blend_time: float

[Read-Write] tunable animation transition blend time

Type:

(float)

property loop: bool

[Read-Write] requested AnimationAsset looping

Type:

(bool)

property max_active_blends: int

[Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabled

Type:

(int32)

property max_animation_delta_time: float

[Read-Write] if AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animation

Type:

(float)

property mirrored: bool

[Read-Write] requested AnimationAsset mirroring

Type:

(bool)

property root_bone_blend_time: float

[Read-Write] Time in seconds to blend out to the new pose root bone. Negative values would imply RootBoneBlendTime is equal to BlendTime

Type:

(float)

property wanted_play_rate: float

[Read-Write] requested animation play rate

Type:

(float)