unreal.AnimNode_BlendStack
¶
- class unreal.AnimNode_BlendStack(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, notify_recency_time_out: float = 0.0, animation_asset: AnimationAsset = Ellipsis, animation_time: float = 0.0, loop: bool = False, mirrored: bool = False, wanted_play_rate: float = 0.0, blend_time: float = 0.0, max_animation_delta_time: float = 0.0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, blend_parameters: Vector = Ellipsis)¶
Bases:
AnimNode_BlendStack_Standalone
Anim Node Blend Stack
C++ Source:
Plugin: BlendStack
Module: BlendStack
File: AnimNode_BlendStack.h
Editor Properties: (see get_editor_property/set_editor_property)
animation_asset
(AnimationAsset): [Read-Write] requested animation to playanimation_time
(float): [Read-Write] requested animation time. If negative, the animation will play from the beginning uninterruptedblend_option
(AlphaBlendOption): [Read-Write]blend_parameters
(Vector): [Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)blend_profile
(BlendProfile): [Read-Write]blend_time
(float): [Read-Write] tunable animation transition blend timeblend_weight
(float): [Read-Write] Last encountered blendweight for this nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodeloop
(bool): [Read-Write] requested AnimationAsset loopingmax_active_blends
(int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabledmax_animation_delta_time
(float): [Read-Write] if AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animationmax_blend_in_time_to_override_animation
(float): [Read-Write] if the most relevant (recently added) animation is within MaxBlendInTimeToOverrideAnimation, the new requested blend will take its spot otherwise a new blended will be added to the stackmirror_data_table
(MirrorDataTable): [Read-Write] if set and bMirrored MirrorDataTable will be used for mirroring the aniamtionmirrored
(bool): [Read-Write] requested AnimationAsset mirroringnotify_recency_time_out
(float): [Read-Write] Window of time after firing a notify that any instance of the same notify will be filtered out.player_depth_blend_in_time_multiplier
(float): [Read-Write] AnimPlayers blend in timer will be incremented PlayerDepthBlendInTimeMultiplier times faster on a deeper blendreset_on_becoming_relevant
(bool): [Read-Write] Reset the blend stack if it has become relevant to the graph after not being updated on previous frames.should_filter_notifies
(bool): [Read-Write] Flag that determines if any notifies from originating from an anim player samples should be filtered or not.store_blended_pose
(bool): [Read-Write] if the number of requested blends is higher than MaxActiveBlends, blend stack will blend and accumulate into a stored pose all the overflowing animations. if bStoreBlendedPose is false, the memory to store the pose will be saved, but once reached the MaxActiveBlends, blendstack will start discarding animations, potentially resulting in animation popsuse_inertial_blend
(bool): [Read-Write] tunable animation transition blend timewanted_play_rate
(float): [Read-Write] requested animation play rate
- property animation_asset: AnimationAsset¶
[Read-Write] requested animation to play
- Type:
- property animation_time: float¶
[Read-Write] requested animation time. If negative, the animation will play from the beginning uninterrupted
- Type:
(float)
- property blend_option: AlphaBlendOption¶
[Read-Write]
- Type:
- property blend_parameters: Vector¶
[Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)
- Type:
(Vector)
- property blend_profile: BlendProfile¶
[Read-Write]
- Type:
- property max_animation_delta_time: float¶
[Read-Write] if AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animation
- Type:
(float)