unreal.AnimNode_PoseByName
¶
- class unreal.AnimNode_PoseByName(ignore_for_relevancy_test=False, blend_weight=0.0, internal_time_accumulator=0.0, pose_asset=None, pose_name='None', pose_weight=1.0)¶
Bases:
unreal.AnimNode_PoseHandler
Evaluates a point in an anim sequence, 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. This node will not trigger any notifies present in the associated sequence.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_PoseByName.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_weight
(float): [Read-Write] Last encountered blendweight for this nodeignore_for_relevancy_test
(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator
(float): [Read-Write] Accumulated time used to reference the asset in this nodepose_asset
(PoseAsset): [Read-Write] The animation sequence asset to evaluatepose_name
(Name): [Read-Write] Pose Namepose_weight
(float): [Read-Write] Pose Weight