unreal.AnimNode_ChooserPlayer

class unreal.AnimNode_ChooserPlayer(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, notify_recency_time_out: float = 0.0, blend_space_x: float = 0.0, blend_space_y: float = 0.0)

Bases: AnimNode_BlendStack_Standalone

Anim Node Chooser Player

C++ Source:

  • Plugin: Chooser

  • Module: Chooser

  • File: AnimNode_ChooserPlayer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_space_x (float): [Read-Write] requested blend space blend X parameter (if AnimationAsset is a blend space)

  • blend_space_y (float): [Read-Write] requested blend space blend Y parameter (if AnimationAsset is a blend space)

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

  • chooser (InstancedStruct): [Read-Write] Type of chooser logic to use: Use “Evaluate Chooser” for chooser table evaluation, and “Lookup Proxy” for proxy table lookups

  • default_settings (ChooserPlayerSettings): [Read-Write] Settings when starting an animation - these can be overridden per animation asset by the chooser itself

  • evaluation_frequency (ChooserEvaluationFrequency): [Read-Write] How often the chooser should be evaluated

  • group_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 node

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

  • 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_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

  • 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.

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

  • 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

  • should_filter_notifies (bool): [Read-Write] Flag that determines if any notifies from originating from an anim player samples should be filtered or not.

  • start_from_matching_pose (bool): [Read-Write] Use pose matching to choose the start position. Requires experimental PoseSearch plugin.

  • 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

property blend_space_x: float

[Read-Write] requested blend space blend X parameter (if AnimationAsset is a blend space)

Type:

(float)

property blend_space_y: float

[Read-Write] requested blend space blend Y parameter (if AnimationAsset is a blend space)

Type:

(float)