unreal.AnimSharingStateInstance

class unreal.AnimSharingStateInstance(outer: Object | None = None, name: Name | str = 'None')

Bases: AnimInstance

Anim Sharing State Instance

C++ Source:

  • Plugin: AnimationSharing

  • Module: AnimationSharing

  • File: AnimationSharingInstances.h

Editor Properties: (see get_editor_property/set_editor_property)

  • animation_to_play (AnimSequence): [Read-Write]

  • on_all_montage_instances_ended (OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.

  • on_montage_blending_out (OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finished

  • on_montage_ended (OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finished

  • on_montage_started (OnMontageStartedMCDelegate): [Read-Write] Called when a montage has started

  • permutation_time_offset (float): [Read-Write]

  • play_rate (float): [Read-Write]

  • propagate_notifies_to_linked_instances (bool): [Read-Write] Whether to propagate notifies to any linked anim instances

  • receive_notifies_from_linked_instances (bool): [Read-Write] Whether to process notifies from any linked anim instances

  • root_motion_mode (RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion from

  • state_bool (bool): [Read-Write]

  • use_main_instance_montage_evaluation_data (bool): [Read-Write] If true, linked instances will use the main instance’s montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.)

property animation_to_play: AnimSequence

[Read-Only]

Type:

(AnimSequence)

get_instanced_actors() Array[Actor]

Get Instanced Actors

Returns:

actors (Array[Actor]):

Return type:

Array[Actor]

property permutation_time_offset: float

[Read-Only]

Type:

(float)

property play_rate: float

[Read-Only]

Type:

(float)

property state_bool: bool

[Read-Only]

Type:

(bool)