unreal.AnimSharingStateInstance¶
- class unreal.AnimSharingStateInstance(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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]on_all_montage_instances_ended(OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.on_montage_blended_in(OnMontageBlendedInEndedMCDelegate): [Read-Write] Called when a montage finishes blending inon_montage_blending_out(OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finishedon_montage_ended(OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finishedon_montage_section_changed(OnMontageSectionChangedMCDelegate): [Read-Write] Called when a montage section changeson_montage_started(OnMontageStartedMCDelegate): [Read-Write] Called when a montage has startedpermutation_time_offset(float): [Read-Write]play_rate(float): [Read-Write]propagate_notifies_to_linked_instances(bool): [Read-Write] Whether to propagate notifies to any linked anim instancesreceive_notifies_from_linked_instances(bool): [Read-Write] Whether to process notifies from any linked anim instancesroot_motion_mode(RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion fromstate_bool(bool): [Read-Write]use_main_instance_montage_evaluation_data(bool): [Read-Write] 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: AnimSequence¶
[Read-Only]
- Type: