unreal.AnimNode_StateMachine
¶
- class unreal.AnimNode_StateMachine¶
Bases:
AnimNode_Base
State machine node
C++ Source:
Module: Engine
File: AnimNode_StateMachine.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_conduit_entry_states
(bool): [Read-Write] Allows a conduit to be used as this state machine’s entry state If a valid entry state cannot be found at runtime then this will generate a reference pose!create_notify_meta_data
(bool): [Read-Write] Tag Notifies with meta data such as the active state and mirroring state. Producing this data has a slight performance cost.max_transitions_per_frame
(int32): [Read-Write] The maximum number of transitions that can be taken by this machine ‘simultaneously’ in a single framemax_transitions_requests
(int32): [Read-Write] The maximum number of transition requests that can be buffered at any time. The oldest transition requests are dropped to accommodate for newly created requests.reinitialize_on_becoming_relevant
(bool): [Read-Write] Reinitialize the state machine if we have become relevant to the graph after not being ticked on the previous frame(s)skip_first_update_transition
(bool): [Read-Write] When the state machine becomes relevant, it is initialized into the Entry state. It then tries to take any valid transitions to possibly end up in a different state on that same frame. - if true, that new state starts full weight. - if false, a blend is created between the entry state and that new state. In either case all visited State notifications (Begin/End) will be triggered.