unreal.AnimNode_Trail
¶
- class unreal.AnimNode_Trail(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, relaxation_speed_scale: float = 0.0, relaxation_speed_scale_input_processor: InputScaleBiasClamp = Ellipsis, rotation_offsets: None = [])¶
Bases:
AnimNode_SkeletalControlBase
Trail Controller
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_Trail.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_space_fake_vel
(bool): [Read-Write] Whether ‘fake’ velocity should be applied in actor or world space.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]base_joint
(BoneReference): [Read-Write] Base Joint to calculate velocity from. If none, it will use Component’s World Transform. .chain_bone_axis
(AxisType): [Read-Write] Axis of the bones to point along trail.chain_length
(int32): [Read-Write] Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.component_pose
(ComponentSpacePoseLink): [Read-Write] Input linkdebug_life_time
(float): [Read-Write] Debug Life Timeenable_debug
(bool): [Read-Write] Enable Debug in the PIE. This doesn’t work in gamefake_velocity
(Vector): [Read-Write] ‘Fake’ velocity applied to bones.invert_chain_bone_axis
(bool): [Read-Write] Invert the direction specified in ChainBoneAxis.last_bone_rotation_anim_alpha_blend
(float): [Read-Write] How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated poseThis alpha dictates the blend between parent joint and animated pose, and how much you’d like to use animated pose for
limit_rotation
(bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.limit_stretch
(bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.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_delta_time
(float): [Read-Write] To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).planar_limits
(Array[AnimPhysPlanarLimit]): [Read-Write] List of available planar limits for this noderelaxation_speed_scale
(float): [Read-Write]relaxation_speed_scale_input_processor
(InputScaleBiasClamp): [Read-Write]reorient_parent_to_child
(bool): [Read-Write] Fix up rotation to face child for the parentrotation_limits
(Array[RotationLimit]): [Read-Write]rotation_offsets
(Array[Vector]): [Read-Write]show_base_motion
(bool): [Read-Write] Show Base Motionshow_limit
(bool): [Read-Write] Show Planar Limits *show_trail_location
(bool): [Read-Write] Show Trail Location *stretch_limit
(float): [Read-Write] If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.trail_bone
(BoneReference): [Read-Write] Reference to the active bone in the hierarchy to modify.trail_relaxation_speed
(RuntimeFloatCurve): [Read-Write] How quickly we ‘relax’ the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.use_planar_limit
(bool): [Read-Write] Whether to evaluate planar limits
- property relaxation_speed_scale_input_processor: InputScaleBiasClamp¶
[Read-Write]
- Type: