unreal.AnimSingleNodeInstance
¶
- class unreal.AnimSingleNodeInstance(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimInstance
Anim Single Node Instance
C++ Source:
Module: Engine
File: AnimSingleNodeInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
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 fromuse_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.)
- get_animation_asset() AnimationAsset ¶
Get the currently used asset
- Return type:
- get_mirror_data_table() MirrorDataTable ¶
Get Mirror Data Table
- Return type:
- play_anim(is_looping=False, play_rate=1.000000, start_position=0.000000) None ¶
For AnimSequence specific *
- set_animation_asset(new_asset, is_looping=True, play_rate=1.000000) None ¶
Set New Asset - calls InitializeAnimation, for now we need MeshComponent *
- Parameters:
new_asset (AnimationAsset) –
is_looping (bool) –
play_rate (float) –
- set_mirror_data_table(mirror_data_table) None ¶
Set Mirror Data Table
- Parameters:
mirror_data_table (MirrorDataTable) –
- set_position_with_previous_time(position, previous_time, fire_notifies=True) None ¶
Set Position with Previous Time