unreal.AnimGraphNode_AnimDynamics
¶
- class unreal.AnimGraphNode_AnimDynamics(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimGraphNode_SkeletalControlBase
Anim Graph Node Anim Dynamics
C++ Source:
Module: AnimGraph
File: AnimGraphNode_AnimDynamics.h
Editor Properties: (see get_editor_property/set_editor_property)
become_relevant_function
(MemberReference): [Read-Write] Function called when the node becomes relevant, meaning it goes from having no weight to any weight.initial_update_function
(MemberReference): [Read-Write] Function called before the node is updated for the first timenode
(AnimNode_AnimDynamics): [Read-Write]preview_live
(bool): [Read-Write] Preview the live physics object on the meshproperty_bindings
(Map[Name, AnimGraphNodePropertyBinding]): [Read-Write] Map from property name->binding infoshow_angular_limits
(bool): [Read-Write] Show angular limit ranges in the viewportshow_collision_spheres
(bool): [Read-Write] If planar limits are enabled and the collision mode isn’t CoM, draw sphere collision sizesshow_linear_limits
(bool): [Read-Write] Show linear (prismatic) limits in the viewportshow_pin_for_properties
(Array[OptionalPinFromProperty]): [Read-Write]show_planar_limit
(bool): [Read-Write] Show planar limit info (actual plane, plane normal) in the viewportshow_spherical_limit
(bool): [Read-Write] Show spherical limits in the viewport (preview live only)tag
(Name): [Read-Write] Optional reference tag name. If this is set then this node can be referenced from elsewhere in this animation blueprint using an anim node referenceupdate_function
(MemberReference): [Read-Write] Function called when the node is updated