unreal.AnimNode_BlendSpaceEvaluator
¶
- class unreal.AnimNode_BlendSpaceEvaluator(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, normalized_time: float = 0.0)¶
Bases:
AnimNode_BlendSpacePlayer
Evaluates a BlendSpace at a specific using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. Note that events output from the sequences playing and being blended together should not be used. In addition, synchronization of animations will potentially be discontinuous if the blend weights are updated, as the leader/follower changes.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_BlendSpaceEvaluator.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_space
(BlendSpace): [Read-Write] The blendspace asset to playblend_weight
(float): [Read-Write] Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.group_role
(AnimGroupRole): [Read-Write] The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.ignore_for_relevancy_test
(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodeloop
(bool): [Read-Write] Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.normalized_time
(float): [Read-Write] Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value. Note that treating this as a “time” value that increases (and wraps) will not result in the same output as you would get from using a BlendSpace player. The output events may not be as expected, and synchronization will sometimes be discontinuous if the leader/follower animations change as a result of changing the blend weights (even if that is done smoothly).play_rate
(float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.reset_play_time_when_blend_space_changes
(bool): [Read-Write] Whether we should reset the current play time when the blend space changesstart_position
(float): [Read-Write] The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.teleport_to_normalized_time
(bool): [Read-Write] If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.). If false, will advance time (will trigger notifies, extract root motion if applicable, etc).x
(float): [Read-Write] The X coordinate to sample in the blendspacey
(float): [Read-Write] The Y coordinate to sample in the blendspace
- property normalized_time: float¶
[Read-Write] Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value. Note that treating this as a “time” value that increases (and wraps) will not result in the same output as you would get from using a BlendSpace player. The output events may not be as expected, and synchronization will sometimes be discontinuous if the leader/follower animations change as a result of changing the blend weights (even if that is done smoothly).
- Type:
(float)