unreal.AnimNode_BlendListByEnum¶
- class unreal.AnimNode_BlendListByEnum(blend_pose=[], blend_time=[], transition_type=BlendListTransitionType.STANDARD_BLEND, active_enum_value=0)¶
Bases:
unreal.AnimNode_BlendListBaseBlend List by Enum, it changes based on enum input that enters
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_BlendListByEnum.h
Editor Properties: (see get_editor_property/set_editor_property)
active_enum_value(uint8): [Read-Write] The currently selected pose (as an enum value)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
- property active_enum_value¶
[Read-Write] The currently selected pose (as an enum value)
- Type
(uint8)