unreal.AnimGraphNode_ModifyBone
¶
- class unreal.AnimGraphNode_ModifyBone(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AnimGraphNode_SkeletalControlBase
Anim Graph Node Modify Bone
C++ Source:
Module: AnimGraph
File: AnimGraphNode_ModifyBone.h
Editor Properties: (see get_editor_property/set_editor_property)
become_relevant_function
(MemberReference): [Read-Write] Become Relevant Function: Function called when the node becomes relevantinitial_update_function
(MemberReference): [Read-Write] Initial Update Function: Function called before the node is updated for the first timenode
(AnimNode_ModifyBone): [Read-Write] Nodeproperty_bindings
(Map[Name, AnimGraphNodePropertyBinding]): [Read-Write] Property Bindings: Map from property name->binding infoshow_pin_for_properties
(Array[OptionalPinFromProperty]): [Read-Write] Show Pin for Propertiestag
(Name): [Read-Write] Tag: 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] Update Function: Function called when the node is updated