unreal.AnimNode_RotationOffsetBlendSpace

class unreal.AnimNode_RotationOffsetBlendSpace(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, base_pose: PoseLink = [], lod_threshold: int = 0, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False)

Bases: AnimNode_BlendSpacePlayer

TODO:: Comment

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_RotationOffsetBlendSpace.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the AimOffset

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write]

  • alpha_bool_enabled (bool): [Read-Write]

  • alpha_curve_name (Name): [Read-Write]

  • alpha_input_type (AnimAlphaInputType): [Read-Write]

  • alpha_scale_bias (InputScaleBias): [Read-Write]

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write]

  • base_pose (PoseLink): [Read-Write]

  • blend_space (BlendSpace): [Read-Write] The blendspace asset to play

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

  • group_name (Name): [Read-Write] The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.

  • group_role (AnimGroupRole): [Read-Write] The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.

  • ignore_for_relevancy_test (bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this node

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

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

  • loop (bool): [Read-Write] Should the animation loop back to the start when it reaches the end?

  • method (AnimSyncMethod): [Read-Write] How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.

  • play_rate (float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.

  • reset_play_time_when_blend_space_changes (bool): [Read-Write] Whether we should reset the current play time when the blend space changes

  • start_position (float): [Read-Write] The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.

  • x (float): [Read-Write] The X coordinate to sample in the blendspace

  • y (float): [Read-Write] The Y coordinate to sample in the blendspace

property alpha: float

[Read-Write] Current strength of the AimOffset

Type:

(float)

property alpha_bool_blend: InputAlphaBoolBlend

[Read-Write]

Type:

(InputAlphaBoolBlend)

property alpha_bool_enabled: bool

[Read-Write]

Type:

(bool)

property alpha_curve_name: Name

[Read-Write]

Type:

(Name)

property alpha_input_type: AnimAlphaInputType

[Read-Write]

Type:

(AnimAlphaInputType)

property alpha_scale_bias: InputScaleBias

[Read-Write]

Type:

(InputScaleBias)

property alpha_scale_bias_clamp: InputScaleBiasClamp

[Read-Write]

Type:

(InputScaleBiasClamp)

property base_pose: PoseLink

[Read-Write]

Type:

(PoseLink)

property lod_threshold: int

[Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

Type:

(int32)