unreal.AnimSharingStateInstance¶
- class unreal.AnimSharingStateInstance(outer=None, name='None')¶
Bases:
unreal.AnimInstanceAnim Sharing State Instance
C++ Source:
Plugin: AnimationSharing
Module: AnimationSharing
File: AnimationSharingInstances.h
Editor Properties: (see get_editor_property/set_editor_property)
animation_to_play(AnimSequence): [Read-Write] Animation to Playon_all_montage_instances_ended(OnAllMontageInstancesEndedMCDelegate): [Read-Write] On All Montage Instances Ended: Called when all Montage instances have ended.on_montage_blending_out(OnMontageBlendingOutStartedMCDelegate): [Read-Write] On Montage Blending Out: Called when a montage starts blending out, whether interrupted or finishedon_montage_ended(OnMontageEndedMCDelegate): [Read-Write] On Montage Ended: Called when a montage has ended, whether interrupted or finishedon_montage_started(OnMontageStartedMCDelegate): [Read-Write] On Montage Started: Called when a montage has startedpermutation_time_offset(float): [Read-Write] Permutation Time Offsetplay_rate(float): [Read-Write] Play Ratepropagate_notifies_to_linked_instances(bool): [Read-Write] Propagate Notifies to Linked Instances: Whether to propagate notifies to any linked anim instancesreceive_notifies_from_linked_instances(bool): [Read-Write] Receive Notifies from Linked Instances: Whether to process notifies from any linked anim instancesroot_motion_mode(RootMotionMode): [Read-Write] Root Motion Mode: Sets where this blueprint pulls Root Motion fromstate_bool(bool): [Read-Write] State Booluse_main_instance_montage_evaluation_data(bool): [Read-Write] Use Main Instance Montage Evaluation Data: If true, linked instances will use the main instance’s montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.)
- property animation_to_play¶
[Read-Only] Animation to Play
- Type
- get_instanced_actors()¶
Get Instanced Actors