unreal.AnimStateTransitionNode

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

Bases: AnimStateNodeBase

Anim State Transition Node

C++ Source:

  • Module: AnimGraph

  • File: AnimStateTransitionNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • automatic_rule_based_on_sequence_player_in_state (bool): [Read-Write] Try setting the rule automatically based on most relevant asset player node’s remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time

  • automatic_rule_trigger_time (float): [Read-Write] When should the automatic transition rule trigger relative to the time remaining on the relevant asset player:

    < 0 means trigger the transition ‘Crossfade Duration’ seconds before the end of the asset player, so a standard blend would finish just as the asset player ends

    >= 0 means trigger the transition ‘Automatic Rule Trigger Time’ seconds before the end of the asset player

  • bidirectional (bool): [Read-Write] This transition can go both directions

  • blend_mode (AlphaBlendOption): [Read-Write]

  • blend_profile (BlendProfile): [Read-Write] The blend profile to use to evaluate this transition per-bone

  • crossfade_duration (float): [Read-Write] The duration to cross-fade for

  • custom_blend_curve (CurveFloat): [Read-Write]

  • logic_type (TransitionLogicType): [Read-Write] What transition logic to use

  • priority_order (int32): [Read-Write] The priority order of this transition. If multiple transitions out of a state go true at the same time, the one with the smallest priority order will take precedent

  • sync_group_name_to_require_valid_markers_rule (Name): [Read-Write] If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).

  • transition_end (AnimNotifyEvent): [Read-Write]

  • transition_interrupt (AnimNotifyEvent): [Read-Write]

  • transition_start (AnimNotifyEvent): [Read-Write]

property logic_type: TransitionLogicType

[Read-Write] What transition logic to use

Type:

(TransitionLogicType)