unreal.AnimSharingTransitionInstance
¶
- class unreal.AnimSharingTransitionInstance(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimInstance
Anim Sharing Transition Instance
C++ Source:
Plugin: AnimationSharing
Module: AnimationSharing
File: AnimationSharingInstances.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_bool
(bool): [Read-Write]blend_time
(float): [Read-Write]from_component
(SkeletalMeshComponent): [Read-Write]on_all_montage_instances_ended
(OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.on_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_started
(OnMontageStartedMCDelegate): [Read-Write] Called when a montage has startedpropagate_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 fromto_component
(SkeletalMeshComponent): [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 from_component: SkeletalMeshComponent¶
[Read-Only]
- Type:
- property to_component: SkeletalMeshComponent¶
[Read-Only]
- Type: