unreal.AnimNode_SequenceEvaluator_Standalone
¶
- class unreal.AnimNode_SequenceEvaluator_Standalone(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0)¶
Bases:
AnimNode_SequenceEvaluatorBase
Sequence evaluator node that can be used standalone (without constant folding)
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_SequenceEvaluator.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_weight
(float): [Read-Write] Last encountered blendweight for this nodeexplicit_time
(float): [Read-Write] The time at which to evaluate the associated sequencegroup_name
(Name): [Read-Write] The group name (NAME_None if it is not part of any group)group_role
(AnimGroupRole): [Read-Write] The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_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 nodemethod
(AnimSyncMethod): [Read-Write] How synchronization is determinedreinitialization_behavior
(SequenceEvalReinit): [Read-Write] What to do when SequenceEvaluator is reinitializedsequence
(AnimSequenceBase): [Read-Write] The animation sequence asset to evaluateshould_loop
(bool): [Read-Write] This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroupstart_position
(float): [Read-Write] The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.teleport_to_explicit_time
(bool): [Read-Write] If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.)If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.