unreal.AnimNode_BlendSpaceEvaluator
¶
- class unreal.AnimNode_BlendSpaceEvaluator(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, normalized_time: float = 0.0)¶
Bases:
AnimNode_BlendSpacePlayer
Evaluates a point in a blendspace, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_BlendSpaceEvaluator.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_space
(BlendSpace): [Read-Write] Blend Space: The blendspace asset to playblend_weight
(float): [Read-Write] Blend Weight: Last encountered blendweight for this nodegroup_name
(Name): [Read-Write] Group Name: The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] Group Role: The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_for_relevancy_test
(bool): [Read-Write] Ignore for Relevancy Test: If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this nodeloop
(bool): [Read-Write] Loop: Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] Method: How synchronization is determinednormalized_time
(float): [Read-Write] Normalized Time: Normalized time between [0,1]. The actual length of a blendspace is dynamic based on the coordinate, so it is exposed as a normalized value.play_rate
(float): [Read-Write] Play Rate: The play rate multiplier. Can be negative, which will cause the animation to play in reverse.reset_play_time_when_blend_space_changes
(bool): [Read-Write] Reset Play Time when Blend Space Changes: Whether we should reset the current play time when the blend space changesstart_position
(float): [Read-Write] Start Position: The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.teleport_to_normalized_time
(bool): [Read-Write] Teleport to Normalized Time: If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.)If false, will advance time (will trigger notifies, extract root motion if applicable, etc).
x
(float): [Read-Write] X: The X coordinate to sample in the blendspacey
(float): [Read-Write] Y: The Y coordinate to sample in the blendspace