unreal.AnimNotifyEvent

class unreal.AnimNotifyEvent(trigger_weight_threshold: float = 0.0, notify_name: Name = 'None', notify: AnimNotify = Ellipsis, notify_state_class: AnimNotifyState = Ellipsis, montage_tick_type: MontageNotifyTickType = Ellipsis, notify_trigger_chance: float = 0.0, notify_filter_type: NotifyFilterType = Ellipsis, notify_filter_lod: int = 0, can_be_filtered_via_request: bool = False, trigger_on_dedicated_server: bool = False, trigger_on_follower: bool = False)

Bases: AnimLinkableElement

Triggers an animation notify. Each AnimNotifyEvent contains an AnimNotify object which has its Notify method called and passed to the animation.

C++ Source:

  • Module: Engine

  • File: AnimTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • can_be_filtered_via_request (bool): [Read-Write] Allow notify event to be filtered if requested at runtime (e. g. via an Anim Graph Message)

  • link_method (AnimLinkMethod): [Read-Write] The method we are using to calculate our times

  • linked_sequence (AnimSequenceBase): [Read-Only] The Animation Sequence that this montage element will link to, when the sequence changes in either length or rate; the element will correctly place itself in relation to the sequence

  • montage_tick_type (MontageNotifyTickType): [Read-Write]

  • notify (AnimNotify): [Read-Write]

  • notify_filter_lod (int32): [Read-Write] LOD to start filtering this notify from.

  • notify_filter_type (NotifyFilterType): [Read-Write] Defines a method for filtering notifies (stopping them triggering) e.g. by looking at the meshes current LOD

  • notify_name (Name): [Read-Write]

  • notify_state_class (AnimNotifyState): [Read-Write]

  • notify_trigger_chance (float): [Read-Write] Defines the chance of of this notify triggering, 0 = No Chance, 1 = Always triggers

  • slot_index (int32): [Read-Write] The slot index we are currently using within LinkedMontage

  • trigger_on_dedicated_server (bool): [Read-Write] If disabled this notify will be skipped on dedicated servers

  • trigger_on_follower (bool): [Read-Write] If enabled this notify will trigger when the animation is a follower in a sync group (by default only the sync group leaders notifies trigger

  • trigger_weight_threshold (float): [Read-Write]

property can_be_filtered_via_request: bool

[Read-Write] Allow notify event to be filtered if requested at runtime (e. g. via an Anim Graph Message)

Type:

(bool)

property montage_tick_type: MontageNotifyTickType

[Read-Write]

Type:

(MontageNotifyTickType)

property notify: AnimNotify

[Read-Write]

Type:

(AnimNotify)

property notify_filter_lod: int

[Read-Write] LOD to start filtering this notify from.

Type:

(int32)

property notify_filter_type: NotifyFilterType

[Read-Write] Defines a method for filtering notifies (stopping them triggering) e.g. by looking at the meshes current LOD

Type:

(NotifyFilterType)

property notify_name: Name

[Read-Only]

Type:

(Name)

property notify_state_class: AnimNotifyState

[Read-Write]

Type:

(AnimNotifyState)

property notify_trigger_chance: float

[Read-Write] Defines the chance of of this notify triggering, 0 = No Chance, 1 = Always triggers

Type:

(float)

property trigger_on_dedicated_server: bool

[Read-Write] If disabled this notify will be skipped on dedicated servers

Type:

(bool)

property trigger_on_follower: bool

[Read-Write] If enabled this notify will trigger when the animation is a follower in a sync group (by default only the sync group leaders notifies trigger

Type:

(bool)

property trigger_weight_threshold: float

[Read-Write]

Type:

(float)