unreal.AnimNode_RotationOffsetBlendSpace
¶
- class unreal.AnimNode_RotationOffsetBlendSpace(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, base_pose: PoseLink = [], lod_threshold: int = 0, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False)¶
Bases:
AnimNode_BlendSpacePlayer
TODO:: Comment
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_RotationOffsetBlendSpace.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current strength of the AimOffsetalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled
(bool): [Read-Write]alpha_curve_name
(Name): [Read-Write]alpha_input_type
(AnimAlphaInputType): [Read-Write]alpha_scale_bias
(InputScaleBias): [Read-Write]alpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write]base_pose
(PoseLink): [Read-Write]blend_space
(BlendSpace): [Read-Write] The blendspace asset to playblend_weight
(float): [Read-Write] Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)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 nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodelod_threshold
(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold 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-visitedloop
(bool): [Read-Write] Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] How synchronization is determinedplay_rate
(float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.reset_play_time_when_blend_space_changes
(bool): [Read-Write] Whether we should reset the current play time when the blend space changesstart_position
(float): [Read-Write] The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.x
(float): [Read-Write] The X coordinate to sample in the blendspacey
(float): [Read-Write] The Y coordinate to sample in the blendspace
- property alpha_bool_blend: InputAlphaBoolBlend¶
[Read-Write]
- Type:
- property alpha_input_type: AnimAlphaInputType¶
[Read-Write]
- Type:
- property alpha_scale_bias: InputScaleBias¶
[Read-Write]
- Type:
- property alpha_scale_bias_clamp: InputScaleBiasClamp¶
[Read-Write]
- Type:
- property lod_threshold: int¶
[Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold 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
- Type:
(int32)