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 set

  • force_looping (bool): [Read-Write] Loop the animation asset, even if the asset is not set as looping

  • mirror (bool): [Read-Write] Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNode

  • playback_rate (float): [Read-Write] playback rate modifier

  • start_time (float): [Read-Write] Start offset when starting the Animation Asset

  • use_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:

(AlphaBlendOption)

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:

(BlendProfile)

property blend_time: float

[Read-Write]

Type:

(float)

property curve_overrides: AnimCurveOverrideList

[Read-Write] List of curve values to set

Type:

(AnimCurveOverrideList)

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)

property playback_rate: float

[Read-Write] playback rate modifier

Type:

(float)

property start_time: float

[Read-Write] Start offset when starting the Animation Asset

Type:

(float)

property use_inertial_blend: bool

[Read-Write]

Type:

(bool)