unreal.AnimNode_BlendStack
¶
- class unreal.AnimNode_BlendStack(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, animation_asset: AnimationAsset = Ellipsis, animation_time: float = 0.0, loop: bool = False, mirrored: bool = False, wanted_play_rate: float = 0.0, blend_time: float = 0.0, root_bone_blend_time: float = 0.0, max_animation_delta_time: float = 0.0, max_active_blends: int = 0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, blend_parameters: Vector = Ellipsis)¶
Bases:
AnimNode_BlendStack_Standalone
Anim Node Blend Stack
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: AnimNode_BlendStack.h
Editor Properties: (see get_editor_property/set_editor_property)
animation_asset
(AnimationAsset): [Read-Write] requested animation to playanimation_time
(float): [Read-Write] requested animation time. If negative, the animation will play from the beginning uninterruptedblend_option
(AlphaBlendOption): [Read-Write]blend_parameters
(Vector): [Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)blend_profile
(BlendProfile): [Read-Write]blend_time
(float): [Read-Write] tunable animation transition blend timeblend_weight
(float): [Read-Write] Last encountered blendweight for this nodeinternal_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 AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animationmirror_data_table
(MirrorDataTable): [Read-Write] if set and bMirrored MirrorDataTable will be used for mirroring the aniamtionmirrored
(bool): [Read-Write] requested AnimationAsset mirroringroot_bone_blend_time
(float): [Read-Write] Time in seconds to blend out to the new pose root bone. Negative values would imply RootBoneBlendTime is equal to BlendTimewanted_play_rate
(float): [Read-Write] requested animation play rate
- property animation_asset: AnimationAsset¶
[Read-Write] requested animation to play
- Type:
- property animation_time: float¶
[Read-Write] requested animation time. If negative, the animation will play from the beginning uninterrupted
- Type:
(float)
- 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_active_blends: int¶
[Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabled
- Type:
(int32)
- property max_animation_delta_time: float¶
[Read-Write] if AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animation
- Type:
(float)