unreal.AnimNode_SequencePlayer¶
- class unreal.AnimNode_SequencePlayer(blend_weight=0.0, internal_time_accumulator=0.0)¶
Bases:
unreal.AnimNode_SequencePlayerBaseSequence player node that can be used with constant folding
C++ Source:
Module: Engine
File: AnimNode_SequencePlayer.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_weight(float): [Read-Write] Blend Weight: Last encountered blendweight for this nodegroup_name(Name): [Read-Write] Group Name: The group name (NAME_None if it is not part of any group)group_role(AnimGroupRole): [Read-Write] Group Role: The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)ignore_for_relevancy_test(bool): [Read-Write] Ignore for Relevancy Test: If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator(float): [Read-Write] Internal Time Accumulator: Accumulated time used to reference the asset in this nodeloop_animation(bool): [Read-Write] Loop Animation: Should the animation loop back to the start when it reaches the end?method(AnimSyncMethod): [Read-Write] Method: How synchronization is determinedplay_rate(float): [Read-Write] Play Rate: The play rate multiplier. Can be negative, which will cause the animation to play in reverse.play_rate_basis(float): [Read-Write] Play Rate Basis: The Basis in which the PlayRate is expressed in. This is used to rescale PlayRate inputs. For example a Basis of 100 means that the PlayRate input will be divided by 100.play_rate_scale_bias_clamp_constants(InputScaleBiasClampConstants): [Read-Write] Play Rate Scale Bias Clamp Constants: Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.sequence(AnimSequenceBase): [Read-Write] Sequence: The animation sequence asset to playstart_from_matching_pose(bool): [Read-Write] Start from Matching Pose: Use pose matching to choose the start position. Requires experimental PoseSearch plugin.start_position(float): [Read-Write] Start Position: The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.