unreal.AnimGraphNode_PoseDriver
¶
- class unreal.AnimGraphNode_PoseDriver(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimGraphNode_PoseHandler
Anim Graph Node Pose Driver
C++ Source:
Module: AnimGraph
File: AnimGraphNode_PoseDriver.h
Editor Properties: (see get_editor_property/set_editor_property)
axis_length
(float): [Read-Write] Length of axis in world units used for debug drawingbecome_relevant_function
(MemberReference): [Read-Write] Function called when the node becomes relevantcone_subdivision
(int32): [Read-Write] Number of subdivisions / lines used when debug drawing a conedraw_debug_cones
(bool): [Read-Write] If checked the cones will be drawn in 3d for debugginginitial_update_function
(MemberReference): [Read-Write] Function called before the node is updated for the first timenode
(AnimNode_PoseDriver): [Read-Write]property_bindings
(Map[Name, AnimGraphNodePropertyBinding]): [Read-Write] Map from property name->binding infoshow_pin_for_properties
(Array[OptionalPinFromProperty]): [Read-Write]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
- copy_targets_from_pose_asset() None ¶
Util to replace current contents of PoseTargets with info from assigned PoseAsset
- get_pose_driver_output() PoseDriverOutput ¶
Get Pose Driver Output
- Return type:
- get_pose_driver_source() PoseDriverSource ¶
Get Pose Driver Source
- Return type:
- property node: AnimNode_PoseDriver¶
[Read-Write]
- Type:
- set_only_drive_selected_bones(only_drive_selected_bones) None ¶
Set Only Drive Selected Bones
- Parameters:
only_drive_selected_bones (bool) –
- set_pose_driver_output(driver_output) None ¶
Set Pose Driver Output
- Parameters:
driver_output (PoseDriverOutput) –
- set_pose_driver_source(driver_source) None ¶
Set Pose Driver Source
- Parameters:
driver_source (PoseDriverSource) –