unreal.AnimGraphNode_TwoBoneIK¶
- class unreal.AnimGraphNode_TwoBoneIK(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimGraphNode_SkeletalControlBaseAnim Graph Node Two Bone IK
C++ Source:
Module: AnimGraph
File: AnimGraphNode_TwoBoneIK.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 exposesenable_debug_draw(bool): [Read-Write] Enable drawing of the debug information of the nodeinitial_update_function(MemberReference): [Read-Write] Function called before the node is updated for the first timenode(AnimNode_TwoBoneIK): [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