unreal.AnimNode_Steering
¶
- class unreal.AnimNode_Steering(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, 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, target_orientation: Quat = Ellipsis, enable_target_smoothing: bool = False, smooth_target_stiffness: float = 0.0, smooth_target_damping: float = 0.0, procedural_target_time: float = 0.0, target_time: float = 0.0, animated_target_time: float = 0.0, current_anim_asset: AnimationAsset = Ellipsis, current_anim_asset_time: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
add procedural delta to the root motion attribute
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_Steering.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current strength of the skeletal controlalpha_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]animated_target_time
(float): [Read-Write] The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotationcomponent_pose
(ComponentSpacePoseLink): [Read-Write] Input linkcurrent_anim_asset
(AnimationAsset): [Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientationcurrent_anim_asset_time
(float): [Read-Write] Current playback time in seconds of the CurrentAnimAssetdisable_steering_below_speed
(float): [Read-Write] below this movement speed (based on the root motion in the animation) disable steeringenable_target_smoothing
(bool): [Read-Write]lod_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-visitedprocedural_target_time
(float): [Read-Write] The number of seconds in the future before we should reach the TargetOrientation when play animations with no root motion rotationroot_motion_threshold
(float): [Read-Write] If less than this number of degrees of rotation is found over TargetTime seconds in the CurrentAnimAsset, then rotation will be added linearly to reach the TargetOrientation Otherwise the root motion will be scaled to reach the TargetOrientation over TargetTime secondssmooth_target_damping
(float): [Read-Write]smooth_target_stiffness
(float): [Read-Write]target_orientation
(Quat): [Read-Write] The Orientation to steer towardstarget_time
(float): [Read-Write] Deprected old/unused parameter, to avoid breaking data
- property animated_target_time: float¶
[Read-Write] The number of seconds in the future before we should reach the TargetOrientation when playing animations with root motion rotation
- Type:
(float)
- property current_anim_asset: AnimationAsset¶
[Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation
- Type:
- property current_anim_asset_time: float¶
[Read-Write] Current playback time in seconds of the CurrentAnimAsset
- Type:
(float)