unreal.AnimNode_Steering¶
- class unreal.AnimNode_Steering(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, target_orientation: Quat = Ellipsis, mirrored: bool = False, procedural_target_time: float = 0.0, animated_target_time: float = 0.0, mirror_data_table: MirrorDataTable = Ellipsis, current_anim_asset: AnimationAsset = Ellipsis, current_anim_asset_time: float = 0.0)¶
Bases:
AnimNode_SkeletalControlBaseAdd procedural delta to the root motion attribute This is done via 2 techniques:
Scaling the root motion on an animation
Adding additional correction to root motion after accounting for the anticipated (potentially scaled) root motion
The effects of 1) and 2) combine
C++ Source:
Plugin: AnimationWarping
Module: AnimationWarpingRuntime
File: AnimNode_Steering.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]animated_target_time(float): [Read-Write] The number of seconds in the future to sample the root motion to know how much this animation is expected to turncomponent_pose(ComponentSpacePoseLink): [Read-Write] Input linkcurrent_anim_asset(AnimationAsset): [Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientationcurrent_anim_asset_time(float): [Read-Write] Current playback time in seconds of the CurrentAnimAssetdisable_additive_below_speed(float): [Read-Write] below this movement speed (based on the root motion in the animation) disable steering coming from the additive spring based correctiondisable_steering_below_speed(float): [Read-Write] below this movement speed (based on the root motion in the animation) disable steering completely (both scaling and additive)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_scale_ratio(float): [Read-Write] Will clamp the scaling ratio applied to below this threshold. Any error remaining will be compensated for linearly (using ProceduralTargetTime)min_scale_ratio(float): [Read-Write] Will clamp the scaling ratio applied to above this threshold. Any error remaining will be compensated for linearly (using ProceduralTargetTime)mirror_data_table(MirrorDataTable): [Read-Write] If bMirrored is set, MirrorDataTable will be used for mirroring the CurrentAnimAsset during predictionmirrored(bool): [Read-Write] True if input animation is mirroredprocedural_target_time(float): [Read-Write] The number of seconds in the future before we should roughly attempt reach the TargetOrientation via additive correctionroot_motion_threshold(float): [Read-Write] The minimum amount of root motion required to enable root motion scaling. The root motion is measured from current time to AnimatedTargetTimetarget_orientation(Quat): [Read-Write] The Orientation to steer towardstarget_time(float): [Read-Write] deprecated: Use Procedural target time for the correction time scale and AnimatedTargetTime for the look ahead time on the animation
- property animated_target_time: float¶
[Read-Write] The number of seconds in the future to sample the root motion to know how much this animation is expected to turn
- Type:
(float)
- property current_anim_asset: AnimationAsset¶
[Read-Write] Animation Asset for incorporating root motion data. If CurrentAnimAsset is set, and the animation has root motion rotation within the TargetTime, then those rotations will be scaled to reach the TargetOrientation
- Type:
- property current_anim_asset_time: float¶
[Read-Write] Current playback time in seconds of the CurrentAnimAsset
- Type:
(float)
- property mirror_data_table: MirrorDataTable¶
[Read-Write] If bMirrored is set, MirrorDataTable will be used for mirroring the CurrentAnimAsset during prediction
- Type: