unreal.AnimNode_SlopeWarping¶
- class unreal.AnimNode_SlopeWarping(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)¶
Bases:
AnimNode_SkeletalControlBaseAnim Node Slope Warping
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_SlopeWarping.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 linkcustom_floor_offset(Vector): [Read-Write]feet_definitions(Array[SlopeWarpingFootDefinition]): [Read-Write]floor_normal_interpolator(VectorRK4SpringInterpolator): [Read-Write]floor_offset_interpolator(VectorRK4SpringInterpolator): [Read-Write]gravity_dir(Vector): [Read-Write]ik_foot_root_bone(BoneReference): [Read-Write] IKFoot Root Bone. *keep_mesh_inside_of_capsule(bool): [Read-Write]lod_threshold(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold 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-visitedmax_step_height(float): [Read-Write]pelvis_bone(BoneReference): [Read-Write] Pelvis Bone. *pelvis_offset_interpolator(VectorRK4SpringInterpolator): [Read-Write]pull_pelvis_down(bool): [Read-Write]use_custom_floor_offset(bool): [Read-Write]