unreal.AnimNode_BlendSpacePlayer

class unreal.AnimNode_BlendSpacePlayer(ignore_for_relevancy_test=False, blend_weight=0.0, internal_time_accumulator=0.0, x=0.0, y=0.0, z=0.0, play_rate=1.0, loop=True, reset_play_time_when_blend_space_changes=True, start_position=0.0, blend_space=None)

Bases: unreal.AnimNode_AssetPlayerBase

Comment:

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_BlendSpacePlayer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_space (BlendSpaceBase): [Read-Write] The blendspace asset to play
  • blend_weight (float): [Read-Write] Last encountered blendweight for this node
  • 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 node
  • internal_time_accumulator (float): [Read-Write] Accumulated time used to reference the asset in this node
  • loop (bool): [Read-Write] Should the animation continue looping when it reaches the end?
  • 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 changes
  • start_position (float): [Read-Write] The start up position in [0, 1], it only applies when reinitialized if you loop, it will still start from 0.f after finishing the round
  • x (float): [Read-Write] The X coordinate to sample in the blendspace
  • y (float): [Read-Write] The Y coordinate to sample in the blendspace
  • z (float): [Read-Write] The Z coordinate to sample in the blendspace
blend_space

(BlendSpaceBase) – [Read-Write] The blendspace asset to play

loop

(bool) – [Read-Write] Should the animation continue looping when it reaches the end?

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 changes

start_position

(float) – [Read-Write] The start up position in [0, 1], it only applies when reinitialized if you loop, it will still start from 0.f after finishing the round

x

(float) – [Read-Write] The X coordinate to sample in the blendspace

y

(float) – [Read-Write] The Y coordinate to sample in the blendspace

z

(float) – [Read-Write] The Z coordinate to sample in the blendspace