unreal.AnimNode_CopyBoneDelta¶
- class unreal.AnimNode_CopyBoneDelta(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, translation_multiplier: float = 0.0, rotation_multiplier: float = 0.0, scale_multiplier: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBaseSimple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_CopyBoneDelta.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha(float): [Read-Write] Current strength of the skeletal controlalpha_bool_blend(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled(bool): [Read-Write]alpha_curve_name(Name): [Read-Write]alpha_input_type(AnimAlphaInputType): [Read-Write]alpha_scale_bias(InputScaleBias): [Read-Write]alpha_scale_bias_clamp(InputScaleBiasClamp): [Read-Write]component_pose(ComponentSpacePoseLink): [Read-Write] Input linkcopy_mode(CopyBoneDeltaMode): [Read-Write]copy_rotation(bool): [Read-Write]copy_scale(bool): [Read-Write]copy_translation(bool): [Read-Write]lod_threshold(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold 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-visitedrotation_multiplier(float): [Read-Write]scale_multiplier(float): [Read-Write]source_bone(BoneReference): [Read-Write]target_bone(BoneReference): [Read-Write]translation_multiplier(float): [Read-Write]