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 AimOffsetalpha_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 playblend_weight
(float): [Read-Write] Last encountered blendweight for this nodegroup_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 nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodelod_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-visitedloop
(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 changesstart_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 blendspacey
(float): [Read-Write] The Y coordinate to sample in the blendspace
- property alpha_bool_blend: InputAlphaBoolBlend¶
[Read-Write]
- Type:
- property alpha_input_type: AnimAlphaInputType¶
[Read-Write]
- Type:
- property alpha_scale_bias: InputScaleBias¶
[Read-Write]
- Type:
- property alpha_scale_bias_clamp: InputScaleBiasClamp¶
[Read-Write]
- Type:
- 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)