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 exposesinitial_update_function
(MemberReference): [Read-Write] Function called before the node is updated for the first timenode
(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 referenceupdate_function
(MemberReference): [Read-Write] Function called when the node is updated