unreal.AnimNode_Slot

class unreal.AnimNode_Slot(source: PoseLink = [], slot_name: Name = 'None', always_update_source_pose: bool = False)

Bases: AnimNode_Base

An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_Slot.h

Editor Properties: (see get_editor_property/set_editor_property)

  • always_update_source_pose (bool): [Read-Write] Always Update Source Pose: Whether we should continue to update the source pose regardless of whether it would be used.

  • slot_name (Name): [Read-Write] Slot Name: The name of this slot, exposed to gameplay code, etc…

  • source (PoseLink): [Read-Write] Source: The source input, passed thru to the output unless a montage or slot animation is currently playing

property always_update_source_pose: bool

[Read-Write] Always Update Source Pose: Whether we should continue to update the source pose regardless of whether it would be used.

Type:

(bool)

property slot_name: Name

[Read-Write] Slot Name: The name of this slot, exposed to gameplay code, etc…

Type:

(Name)

property source: PoseLink

[Read-Write] Source: The source input, passed thru to the output unless a montage or slot animation is currently playing

Type:

(PoseLink)