unreal.AnimNode_SequencePlayer_Standalone¶
- class unreal.AnimNode_SequencePlayer_Standalone(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0)¶
Bases:
AnimNode_SequencePlayerBaseSequence player node that can be used standalone (without 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.