unreal.AnimNode_RigLogic¶
- class unreal.AnimNode_RigLogic(anim_sequence: PoseLink = [], cache_anim_curve_names: bool = False)¶
Bases:
AnimNode_BaseAnim Node Rig Logic
C++ Source:
Plugin: RigLogic
Module: RigLogicModule
File: AnimNode_RigLogic.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_sequence(PoseLink): [Read-Write]cache_anim_curve_names(bool): [Read-Write] Since the order of anim curves may change even on a frame by frame basis, it is not safe to cache and rely on cached indices by default, but if the blueprints feeding anim curves into RigLogic are set up in a controlled manner, such that no such runtime changes are expected to the order or number of anim curves, caching may improve the performance of the node, especially in low-LOD evaluations.lod_threshold(int32): [Read-Write] Max LOD level that RigLogic Node is evaluated. For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the Rig Logic. Setting it to -1 will always evaluate it.
- property cache_anim_curve_names: bool¶
[Read-Write] Since the order of anim curves may change even on a frame by frame basis, it is not safe to cache and rely on cached indices by default, but if the blueprints feeding anim curves into RigLogic are set up in a controlled manner, such that no such runtime changes are expected to the order or number of anim curves, caching may improve the performance of the node, especially in low-LOD evaluations.
- Type:
(bool)