unreal.AnimNode_CopyBone
¶
- class unreal.AnimNode_CopyBone(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, copy_translation: bool = False, copy_rotation: bool = False, copy_scale: bool = False)¶
Bases:
AnimNode_SkeletalControlBase
Simple controller to copy a bone’s transform to another one.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_CopyBone.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Alpha: Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled
(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name
(Name): [Read-Write] Alpha Curve Namealpha_input_type
(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias
(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampcomponent_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkcontrol_space
(BoneControlSpace): [Read-Write] Control Space: Space to convert transforms into prior to copying componentscopy_rotation
(bool): [Read-Write] Copy Rotation: If Rotation should be copiedcopy_scale
(bool): [Read-Write] Copy Scale: If Scale should be copiedcopy_translation
(bool): [Read-Write] Copy Translation: If Translation should be copiedlod_threshold
(int32): [Read-Write] LODThreshold: * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visitedsource_bone
(BoneReference): [Read-Write] Source Bone: Source Bone Name to get transform fromtarget_bone
(BoneReference): [Read-Write] Target Bone: Name of bone to control. This is the main bone chain to modify from. *