unreal.AnimSingleNodeInstance

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

Bases: AnimInstance

Anim Single Node Instance

C++ Source:

  • Module: Engine

  • File: AnimSingleNodeInstance.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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

  • 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

  • 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.)

get_animation_asset() AnimationAsset

Get the currently used asset

Return type:

AnimationAsset

get_length() float

Get Length

Return type:

float

get_mirror_data_table() MirrorDataTable

Get Mirror Data Table

Return type:

MirrorDataTable

play_anim(is_looping=False, play_rate=1.000000, start_position=0.000000) None

For AnimSequence specific *

Parameters:
  • is_looping (bool) –

  • play_rate (float) –

  • start_position (float) –

set_animation_asset(new_asset, is_looping=True, play_rate=1.000000) None

Set New Asset - calls InitializeAnimation, for now we need MeshComponent *

Parameters:
set_blend_space_position(position) None

Set Blend Space Position

Parameters:

position (Vector) –

set_looping(is_looping) None

Set Looping

Parameters:

is_looping (bool) –

set_mirror_data_table(mirror_data_table) None

Set Mirror Data Table

Parameters:

mirror_data_table (MirrorDataTable) –

set_play_rate(play_rate) None

Set Play Rate

Parameters:

play_rate (float) –

set_playing(is_playing) None

Set Playing

Parameters:

is_playing (bool) –

set_position(position, fire_notifies=True) None

Set Position

Parameters:
  • position (float) –

  • fire_notifies (bool) –

set_position_with_previous_time(position, previous_time, fire_notifies=True) None

Set Position with Previous Time

Parameters:
  • position (float) –

  • previous_time (float) –

  • fire_notifies (bool) –

set_preview_curve_override(pose_name, value, remove_if_zero) None

Set pose value

Parameters:
  • pose_name (Name) –

  • value (float) –

  • remove_if_zero (bool) –

set_reverse(reverse) None

Set Reverse

Parameters:

reverse (bool) –

stop_anim() None

Stop Anim