unreal.InterpTrackToggle

class unreal.InterpTrackToggle(outer=None, name='None')

Bases: unreal.InterpTrack

Interp Track Toggle

C++ Source:

  • Module: Engine
  • File: InterpTrackToggle.h

Editor Properties: (see get_editor_property/set_editor_property)

  • activate_system_each_update (bool): [Read-Write] If true, the track will call ActivateSystem on the emitter each update (the old ‘incorrect’ behavior). If false (the default), the System will only be activated if it was previously inactive.
  • activate_with_just_attached_flag (bool): [Read-Write] If true, the track will activate the system w/ the ‘Just Attached’ flag.
  • active_condition (TrackActiveCondition): [Read-Write] Sets the condition that must be met for this track to be enabled
  • fire_events_when_backwards (bool): [Read-Write] If events should be fired when passed playing the sequence backwards.
  • fire_events_when_forwards (bool): [Read-Write] If events should be fired when passed playing the sequence forwards.
  • fire_events_when_jumping_forwards (bool): [Read-Write] If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.
  • sub_tracks (Array(InterpTrack)): [Read-Write] A list of subtracks that belong to this track