unreal.AnimNode_Trail

class unreal.AnimNode_Trail(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], relaxation_speed_scale=1.0, relaxation_speed_scale_input_processor=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], rotation_offsets=[])

Bases: unreal.AnimNode_SkeletalControlBase

Trail Controller

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_Trail.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_space_fake_vel (bool): [Read-Write] Whether ‘fake’ velocity should be applied in actor or world space.
  • 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
  • base_joint (BoneReference): [Read-Write] Base Joint to calculate velocity from. If none, it will use Component’s World Transform. .
  • chain_bone_axis (AxisType): [Read-Write] Axis of the bones to point along trail.
  • chain_length (int32): [Read-Write] Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • debug_life_time (float): [Read-Write] Debug Life Time
  • enable_debug (bool): [Read-Write] Enable Debug in the PIE. This doesn’t work in game
  • fake_velocity (Vector): [Read-Write] ‘Fake’ velocity applied to bones.
  • invert_chain_bone_axis (bool): [Read-Write] Invert the direction specified in ChainBoneAxis.
  • last_bone_rotation_anim_alpha_blend (float): [Read-Write] How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated pose
    • This alpha dictates the blend between parent joint and animated pose, and how much you’d like to use animated pose for
  • limit_rotation (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.
  • limit_stretch (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.
  • 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
  • max_delta_time (float): [Read-Write] To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).
  • planar_limits (Array(AnimPhysPlanarLimit)): [Read-Write] List of available planar limits for this node
  • relaxation_speed_scale (float): [Read-Write] Relaxation Speed Scale
  • relaxation_speed_scale_input_processor (InputScaleBiasClamp): [Read-Write] Relaxation Speed Scale Input Processor
  • reorient_parent_to_child (bool): [Read-Write] Fix up rotation to face child for the parent
  • rotation_limits (Array(RotationLimit)): [Read-Write] Rotation Limits
  • rotation_offsets (Array(Vector)): [Read-Write] Rotation Offsets
  • show_base_motion (bool): [Read-Write] Show Base Motion
  • show_limit (bool): [Read-Write] Show Planar Limits *
  • show_trail_location (bool): [Read-Write] Show Trail Location *
  • stretch_limit (float): [Read-Write] If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
  • trail_bone (BoneReference): [Read-Write] Reference to the active bone in the hierarchy to modify.
  • trail_relaxation_speed (RuntimeFloatCurve): [Read-Write] How quickly we ‘relax’ the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.
  • unwinding_size (uint32): [Read-Write] If you want to avoid loop, how many you want to unwind at once. Bigger value can cause jitter as it becomes more unstable in the ordering Defaulted to 3. It will use this length to unwind at once
  • use_planar_limit (bool): [Read-Write] Whether to evaluate planar limits
relaxation_speed_scale

(float) – [Read-Write] Relaxation Speed Scale

relaxation_speed_scale_input_processor

(InputScaleBiasClamp) – [Read-Write] Relaxation Speed Scale Input Processor

rotation_offsets

(Array(Vector)) – [Read-Write] Rotation Offsets