unreal.AnimNotifyEventReference¶
- class unreal.AnimNotifyEventReference(notify_instance_id: int = 0)¶
Bases:
StructBaseAnim Notify Event Reference
C++ Source:
Module: Engine
File: AnimNotifyQueue.h
Editor Properties: (see get_editor_property/set_editor_property)
notify_instance_id(int32): [Read-Write] Unique per-notify instance ID. This gets populated before firing the notifies and should only be used after when notifies are actually fired.
- get_current_animation_notify_state_time() float¶
Gets the current time in seconds relative to the start of the notify state, clamped to the range of the notify state
- Returns:
the current time in seconds relative to the start of the notify state, clamped to the range of the notify state
- Return type:
- get_current_animation_notify_state_time_ratio() float¶
Gets the current time as a ratio (0 -> 1) relative to the start of the notify state
- Returns:
the current time as a ratio (0 -> 1) relative to the start of the notify state
- Return type:
- get_current_animation_time() float¶
Get the current anim notify time in seconds for when this notify was fired
- Returns:
the time in seconds through the current animation for when this notify was fired
- Return type:
- get_current_animation_time_ratio() float¶
Get the current anim notify time as a ratio (0 -> 1) through the animation for when this notify was fired
- Returns:
the time as a ratio (0 -> 1) through the animation for when this notify was fired
- Return type:
- get_notify_start_time() float¶
Get the start time for this notify. For a notify this is the trigger time.
- Returns:
the time in at which this notify started, relative to the owning asset i.e. play length.
- Return type:
- is_blending_out() bool¶
Gets whether this notify comes from a source that is blending out.
- Returns:
Whether this notify comes from a source that is blending out.
- Return type: