unreal.AnimNode_BlendStack_Standalone
¶
- class unreal.AnimNode_BlendStack_Standalone(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, notify_recency_time_out: float = 0.0)¶
Bases:
AnimNode_AssetPlayerBase
namespace UE::BlendStack
C++ Source:
Plugin: BlendStack
Module: BlendStack
File: AnimNode_BlendStack.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_weight
(float): [Read-Write] Last encountered blendweight for this nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodemax_active_blends
(int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabledmax_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 stacknotify_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 blendshould_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