unreal.AnimGraphNode_StateResult

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

Bases: AnimGraphNode_Base

Anim Graph Node State Result

C++ Source:

  • Module: AnimGraph

  • File: AnimGraphNode_StateResult.h

Editor Properties: (see get_editor_property/set_editor_property)

  • become_relevant_function (MemberReference): [Read-Write] Function called when the node becomes relevant, meaning it goes from having no weight to any weight.

  • binding (AnimGraphNodeBinding): [Read-Write] Bindings for pins that this node exposes

  • initial_update_function (MemberReference): [Read-Write] Function called before the node is updated for the first time

  • node (AnimNode_StateResult): [Read-Write]

  • show_pin_for_properties (Array[OptionalPinFromProperty]): [Read-Write]

  • state_entry_function (MemberReference): [Read-Write] Function called when the owning state is entered, meaning it becomes the state machine’s current state.

  • state_exit_function (MemberReference): [Read-Write] Function called when the owning state is exited, meaning it stops being the state machine’s current state.

    Notes: - This will not be called if the state machine node loses relevancy. Please use “On State Interrupt” for that case.

  • state_fully_blended_in_function (MemberReference): [Read-Write] Function called when the owning state is fully blended in.

    Notes: - This is only called for the state machine’s current state since its the most recent transition’s target state. - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true.

  • state_fully_blended_out_function (MemberReference): [Read-Write] Function called when the owning state is fully blended out.

    Notes: - This will be called for any states that had weight. - This will not be called if the state is skipped. This can happen when the flag bSkipFirstUpdateTransition on the state machine node is set to true. - This will not be called if the state machine node loses relevancy. Please use “On State Interrupt” for that case.

  • tag (Name): [Read-Write] Optional reference tag name. If this is set then this node can be referenced from elsewhere in this animation blueprint using an anim node reference

  • update_function (MemberReference): [Read-Write] Function called when the node is updated