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 play

  • animation_time (float): [Read-Write] requested animation time. If negative, the animation will play from the beginning uninterrupted

  • blend_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 time

  • blend_weight (float): [Read-Write] Last encountered blendweight for this node

  • internal_time_accumulator (float): [Read-Write] Accumulated time used to reference the asset in this node

  • loop (bool): [Read-Write] requested AnimationAsset looping

  • max_active_blends (int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabled

  • 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

  • max_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 stack

  • mirror_data_table (MirrorDataTable): [Read-Write] if set and bMirrored MirrorDataTable will be used for mirroring the aniamtion

  • mirrored (bool): [Read-Write] requested AnimationAsset mirroring

  • notify_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 blend

  • reset_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 pops

  • use_inertial_blend (bool): [Read-Write] tunable animation transition blend time

  • wanted_play_rate (float): [Read-Write] requested animation play rate

property animation_asset: AnimationAsset

[Read-Write] requested animation to play

Type:

(AnimationAsset)

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:

(AlphaBlendOption)

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:

(BlendProfile)

property blend_time: float

[Read-Write] tunable animation transition blend time

Type:

(float)

property loop: bool

[Read-Write] requested AnimationAsset looping

Type:

(bool)

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)

property mirrored: bool

[Read-Write] requested AnimationAsset mirroring

Type:

(bool)

property wanted_play_rate: float

[Read-Write] requested animation play rate

Type:

(float)