unreal.AnimGraphNode_RetargetPoseFromMesh¶
- class unreal.AnimGraphNode_RetargetPoseFromMesh(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimGraphNode_BaseFacilitates runtime retargeting of an input pose using a user-specified IK Retargeter asset Supports input poses from the animation graph, or from other skeletal mesh components
C++ Source:
Plugin: IKRig
Module: IKRigDeveloper
File: AnimGraphNode_RetargetPoseFromMesh.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.binding(AnimGraphNodeBinding): [Read-Write] Bindings for pins that this node exposesinitial_update_function(MemberReference): [Read-Write] Function called before the node is updated for the first timenode(AnimNode_RetargetPoseFromMesh): [Read-Write]show_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