unreal.AnimNode_RigLogic

class unreal.AnimNode_RigLogic(anim_sequence: PoseLink = [], cache_anim_curve_names: bool = False)

Bases: AnimNode_Base

Anim 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 anim_sequence: PoseLink

[Read-Write]

Type:

(PoseLink)

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)