unreal.AnimNode_Constraint

class unreal.AnimNode_Constraint(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0])

Bases: unreal.AnimNode_SkeletalControlBase

Constraint node to parent or world transform for rotation/translation

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_Constraint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control
  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend
  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled
  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name
  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type
  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias
  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp
  • bone_to_modify (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • constraint_setup (Array(Constraint)): [Read-Write] List of constraints
  • constraint_weights (Array(float)): [Read-Write] Weight data - post edit syncs up to ConstraintSetups
  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited