unreal.ChooserPlayerSettings
¶
- class unreal.ChooserPlayerSettings(mirror: bool = False, start_time: float = 0.0, force_looping: bool = False, playback_rate: float = 0.0, curve_overrides: AnimCurveOverrideList = Ellipsis, blend_time: float = 0.0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, use_inertial_blend: bool = False)¶
Bases:
StructBase
Chooser Player Settings
C++ Source:
Plugin: Chooser
Module: Chooser
File: AnimNode_ChooserPlayer.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_option
(AlphaBlendOption): [Read-Write] How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out.blend_profile
(BlendProfile): [Read-Write] Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character’s bones. It could be used to differentiate between upper body and lower body to blend timing.blend_time
(float): [Read-Write]curve_overrides
(AnimCurveOverrideList): [Read-Write] List of curve values to setforce_looping
(bool): [Read-Write] Loop the animation asset, even if the asset is not set as loopingmirror
(bool): [Read-Write] Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNodeplayback_rate
(float): [Read-Write] playback rate modifierstart_time
(float): [Read-Write] Start offset when starting the Animation Assetuse_inertial_blend
(bool): [Read-Write]
- property blend_option: AlphaBlendOption¶
[Read-Write] How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out.
- Type:
- property blend_profile: BlendProfile¶
[Read-Write] Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character’s bones. It could be used to differentiate between upper body and lower body to blend timing.
- Type:
- property curve_overrides: AnimCurveOverrideList¶
[Read-Write] List of curve values to set
- Type:
- property force_looping: bool¶
[Read-Write] Loop the animation asset, even if the asset is not set as looping
- Type:
(bool)
- property mirror: bool¶
[Read-Write] Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNode
- Type:
(bool)