unreal.AnimNode_BlendListByBool¶
- class unreal.AnimNode_BlendListByBool¶
Bases:
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_profile(BlendProfile): [Read-Write]blend_profile_for_false(BlendProfile): [Read-Write] Used in conjunction with bUseSeperateBlendProfileForFalseblend_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 insteadtransition_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