unreal.AnimNode_Steering

class unreal.AnimNode_Steering(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, 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, target_orientation: Quat = Ellipsis, enable_target_smoothing: bool = False, smooth_target_stiffness: float = 0.0, smooth_target_damping: float = 0.0, procedural_target_time: float = 0.0, target_time: float = 0.0, animated_target_time: float = 0.0, current_anim_asset: AnimationAsset = Ellipsis, current_anim_asset_time: float = 0.0)

Bases: AnimNode_SkeletalControlBase

add procedural delta to the root motion attribute

C++ Source:

  • Plugin: AnimationWarping

  • Module: AnimationWarpingRuntime

  • File: AnimNode_Steering.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • 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]

  • animated_target_time (float): [Read-Write] The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • current_anim_asset (AnimationAsset): [Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation

  • current_anim_asset_time (float): [Read-Write] Current playback time in seconds of the CurrentAnimAsset

  • disable_steering_below_speed (float): [Read-Write] below this movement speed (based on the root motion in the animation) disable steering

  • enable_target_smoothing (bool): [Read-Write]

  • 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

  • procedural_target_time (float): [Read-Write] The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotation

  • root_motion_threshold (float): [Read-Write] If less than this number of degrees of rotation is found over TargetTime seconds in the CurrentAnimAsset, then rotation will be added linearly to reach the TargetOrientation Otherwise the root motion will be scaled to reach the TargetOrientation over TargetTime seconds

  • smooth_target_damping (float): [Read-Write]

  • smooth_target_stiffness (float): [Read-Write]

  • target_orientation (Quat): [Read-Write] The Orientation to steer towards

  • target_time (float): [Read-Write] Deprected old/unused parameter, to avoid breaking data

property animated_target_time: float

[Read-Write] The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation

Type:

(float)

property current_anim_asset: AnimationAsset

[Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation

Type:

(AnimationAsset)

property current_anim_asset_time: float

[Read-Write] Current playback time in seconds of the CurrentAnimAsset

Type:

(float)

property enable_target_smoothing: bool

[Read-Write]

Type:

(bool)

property procedural_target_time: float

[Read-Write] The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotation

Type:

(float)

property smooth_target_damping: float

[Read-Write]

Type:

(float)

property smooth_target_stiffness: float

[Read-Write]

Type:

(float)

property target_orientation: Quat

[Read-Write] The Orientation to steer towards

Type:

(Quat)

property target_time: float

[Read-Write] Deprected old/unused parameter, to avoid breaking data

Type:

(float)