unreal.AnimNode_RotationMultiplier
¶
- class unreal.AnimNode_RotationMultiplier(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, multiplier: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBase
Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_RotationMultiplier.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 linkis_additive
(bool): [Read-Write]lod_threshold
(int32): [Read-Write] * 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-visitedmultiplier
(float): [Read-Write] To make these to be easily pin-hookable, I’m not making it struct, but each variable 0.f is invalid, and defaultrotation_axis_to_refer
(BoneAxis): [Read-Write]source_bone
(BoneReference): [Read-Write] Source to get transform fromtarget_bone
(BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from.