unreal.AnimNode_BlendListByBool¶
- class unreal.AnimNode_BlendListByBool(blend_pose=[], blend_time=[], transition_type=BlendListTransitionType.STANDARD_BLEND, active_value=False)¶
Bases:
unreal.AnimNode_BlendListBaseThis 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 Poseblend_profile(BlendProfile): [Read-Write] Blend Profileblend_time(Array(float)): [Read-Write] Blend Timeblend_type(AlphaBlendOption): [Read-Write] Blend Typecustom_blend_curve(CurveFloat): [Read-Write] Custom Blend Curvereset_child_on_activation(bool): [Read-Write] This reinitializes child pose when re-activated. For example, when active child changestransition_type(BlendListTransitionType): [Read-Write] Transition Type