unreal.AnimNode_BlendStack¶
- class unreal.AnimNode_BlendStack(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, stitch_database: Object = Ellipsis, stitch_blend_time: float = 0.0, stitch_blend_max_cost: float = 0.0, notify_recency_time_out: float = 0.0, animation_asset: AnimationAsset = Ellipsis, animation_time: float = 0.0, activation_delay_time: float = 0.0, loop: bool = False, mirrored: bool = False, wanted_play_rate: float = 0.0, blend_time: float = 0.0, max_animation_delta_time: float = 0.0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, blend_parameters: Vector = Ellipsis)¶
Bases:
AnimNode_BlendStack_StandaloneAnim Node Blend Stack
C++ Source:
Plugin: BlendStack
Module: BlendStack
File: AnimNode_BlendStack.h
Editor Properties: (see get_editor_property/set_editor_property)
activation_delay_time(float): [Read-Write] delay in seconds before activating AnimationAsset playing from AnimationTime assets queued with an ActivationDelayTime will be discarded when a new blend gets requestedanimation_asset(AnimationAsset): [Read-Write] requested animation to playanimation_time(float): [Read-Write] requested animation timeblend_option(AlphaBlendOption): [Read-Write]blend_parameters(Vector): [Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)blend_parameters_delta_threshold(float): [Read-Write] Use this to define a threshold to trigger a new blend when blendspace xy input pins change. By default, any delta will trigger a blend.blend_profile(BlendProfile): [Read-Write]blend_time(float): [Read-Write] tunable animation transition blend timeblend_weight(float): [Read-Write] Last encountered blendweight for this nodeblendspace_update_mode(BlendStack_BlendspaceUpdateMode): [Read-Write] How we should update individual blend space parameters. See dropdown options tooltips.group_name(Name): [Read-Write] The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.group_role(AnimGroupRole): [Read-Write] The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.ignore_for_relevancy_test(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinertial_blend_node_tag(Name): [Read-Write] Tag to force a specific inertialization / dead blending node to process inertial blend requests coming from this blend stackinternal_time_accumulator(float): [Read-Write] Accumulated time used to reference the asset in this nodeloop(bool): [Read-Write] requested AnimationAsset loopingmax_active_blends(int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabledmax_animation_delta_time(float): [Read-Write] if MaxAnimationDeltaTime is positive and the currently playing animation accumulated time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) this blend stack will force a blend into the same animationmax_blend_in_time_to_override_animation(float): [Read-Write] if the most relevant (recently added) animation is within MaxBlendInTimeToOverrideAnimation, the new requested blend will take its spot otherwise a new blended will be added to the stackmethod(AnimSyncMethod): [Read-Write] How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.mirror_data_table(MirrorDataTable): [Read-Write] if set and bMirrored MirrorDataTable will be used for mirroring the aniamtionmirrored(bool): [Read-Write] requested AnimationAsset mirroringnotify_recency_time_out(float): [Read-Write] Window of time after firing a notify that any instance of the same notify will be filtered out.player_depth_blend_in_time_multiplier(float): [Read-Write] AnimPlayers blend in timer will be incremented PlayerDepthBlendInTimeMultiplier times faster on a deeper blendreset_on_becoming_relevant(bool): [Read-Write] Reset the blend stack if it has become relevant to the graph after not being updated on previous frames.should_filter_notifies(bool): [Read-Write] Flag that determines if any notifies from originating from an anim player samples should be filtered or not.stitch_blend_max_cost(float): [Read-Write] if the cost from searching StitchDatabase is above StitchBlendMaxCost, blend stack will perform a regular blend, and not using the returned stitch animation as blendstitch_blend_time(float): [Read-Write] blend time in seconds used to blend into and out from a stitch animationstitch_database(Object): [Read-Write] database used to search for an animation stitch to use as blendstore_blended_pose(bool): [Read-Write] if the number of requested blends is higher than MaxActiveBlends, blend stack will blend and accumulate into a stored pose all the overflowing animations. if bStoreBlendedPose is false, the memory to store the pose will be saved, but once reached the MaxActiveBlends, blendstack will start discarding animations, potentially resulting in animation popsuse_inertial_blend(bool): [Read-Write] Enable to use inertial blendingwanted_play_rate(float): [Read-Write] requested animation play rate
- property activation_delay_time: float¶
[Read-Write] delay in seconds before activating AnimationAsset playing from AnimationTime assets queued with an ActivationDelayTime will be discarded when a new blend gets requested
- Type:
(float)
- property animation_asset: AnimationAsset¶
[Read-Write] requested animation to play
- Type:
- property blend_option: AlphaBlendOption¶
[Read-Write]
- Type:
- property blend_parameters: Vector¶
[Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)
- Type:
(Vector)
- property blend_profile: BlendProfile¶
[Read-Write]
- Type:
- property max_animation_delta_time: float¶
[Read-Write] if MaxAnimationDeltaTime is positive and the currently playing animation accumulated time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) this blend stack will force a blend into the same animation
- Type:
(float)