unreal.PropertyAnimatorPulse
¶
- class unreal.PropertyAnimatorPulse(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PropertyAnimatorFloatBase
Applies an additive pulse movement with various options on supported float properties
C++ Source:
Plugin: PropertyAnimator
Module: PropertyAnimator
File: PropertyAnimatorPulse.h
Editor Properties: (see get_editor_property/set_editor_property)
accumulated_time_offset
(double): [Read-Write] This time offset will be accumulated for each property for every roundactive_time_source
(PropertyAnimatorCoreTimeSourceBase): [Read-Only] Active time source with its options, determined by its nameanimator_display_name
(Name): [Read-Only] Display name as title property for component array, hide it but must be visible to editor for array title propertyanimator_enabled
(bool): [Read-Write] Enable control of properties linked to this Animatoreasing_function
(PropertyAnimatorEasingFunction): [Read-Write] The easing function to use to modify the base effecteasing_type
(PropertyAnimatorEasingType): [Read-Write] The type of effect for easing functionglobal_frequency
(float): [Read-Write] Global frequency multiplierglobal_magnitude
(float): [Read-Write] Global magnitude for the effectlinked_properties
(Array[PropertyAnimatorCoreContext]): [Read-Write] Context for properties linked to this Animatorproperty_groups
(Array[PropertyAnimatorCoreGroupBase]): [Read-Write] Groups for properties linked to this Animatorrandom_time_offset
(bool): [Read-Write] Use random time offset to add variation in animationseed
(int32): [Read-Write] Seed to generate per property time offsettime_source_name
(Name): [Read-Write] The time source to use
- property easing_function: PropertyAnimatorEasingFunction¶
[Read-Write] The easing function to use to modify the base effect
- Type:
- property easing_type: PropertyAnimatorEasingType¶
[Read-Write] The type of effect for easing function
- Type: