unreal.AnimNode_PoseByName

class unreal.AnimNode_PoseByName(ignore_for_relevancy_test=False, blend_weight=0.0, internal_time_accumulator=0.0, pose_asset=None, pose_name='None', pose_weight=1.0)

Bases: unreal.AnimNode_PoseHandler

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_PoseByName.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_weight (float): [Read-Write] Last encountered blendweight for this node
  • 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
  • pose_asset (PoseAsset): [Read-Write] The animation sequence asset to evaluate
  • pose_name (Name): [Read-Write] Pose Name
  • pose_weight (float): [Read-Write] Pose Weight
pose_name

(Name) – [Read-Write] Pose Name

pose_weight

(float) – [Read-Write] Pose Weight