unreal.AnimNode_SequencePlayer
¶
- class unreal.AnimNode_SequencePlayer(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0)¶
Bases:
AnimNode_SequencePlayerBase
Sequence 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] Last encountered blendweight for this nodegroup_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 nodeloop_animation
(bool): [Read-Write] Should the animation loop back to the start when it reaches the end?method
(AnimSyncMethod): [Read-Write] How synchronization is determinedplay_rate
(float): [Read-Write] The play rate multiplier. Can be negative, which will cause the animation to play in reverse.play_rate_basis
(float): [Read-Write] 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] Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.sequence
(AnimSequenceBase): [Read-Write] The animation sequence asset to playstart_from_matching_pose
(bool): [Read-Write] Use pose matching to choose the start position. Requires experimental PoseSearch plugin.start_position
(float): [Read-Write] The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end.