unreal.AnimNode_BlendListByBool

class unreal.AnimNode_BlendListByBool

Bases: AnimNode_BlendListBase

This node is effectively a ‘branch’, picking one of two input poses based on an input Boolean value

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_BlendListByBool.h

Editor Properties: (see get_editor_property/set_editor_property)

  • active_value (bool): [Read-Write] Which input should be connected to the output?

  • blend_pose (Array[PoseLink]): [Read-Write]

  • blend_profile (BlendProfile): [Read-Write]

  • blend_profile_for_false (BlendProfile): [Read-Write] Used in conjunction with bUseSeperateBlendProfileForFalse

  • blend_time (Array[float]): [Read-Write]

  • blend_type (AlphaBlendOption): [Read-Write]

  • child_upate_mode (BlendListChildUpdateMode): [Read-Write]

  • custom_blend_curve (CurveFloat): [Read-Write]

  • reset_child_on_activation (bool): [Read-Write] deprecated: Use the ChildUpateMode instead

  • transition_type (BlendListTransitionType): [Read-Write]

  • use_seperate_blend_profile_for_false (bool): [Read-Write] Specify whether to use a different blend profile for the ‘false’ branch than the true branch.

    If bUseSeperateBlendProfileForFalse is false (default), then the ‘BlendProfile’ is used when ActiveValue is both true or false If bUseSeperateBlendProfileForFalse is true, then the ‘BlendProfileForFalse’ value is used when the ActiveValue is false, but ‘BlendProfile’ is used when ActiveValue is true