unreal.AnimStateTransitionNode¶
- class unreal.AnimStateTransitionNode(outer=None, name='None')¶
Bases:
unreal.AnimStateNodeBaseAnim State Transition Node
C++ Source:
Module: AnimGraph
File: AnimStateTransitionNode.h
Editor Properties: (see get_editor_property/set_editor_property)
automatic_rule_based_on_sequence_player_in_state(bool): [Read-Write] Automatic Rule Based on Sequence Player in State: Try setting the rule automatically based on most relevant player node’s remaining time and the CrossfadeDuration of the transition, ignoring the internal timebidirectional(bool): [Read-Write] Bidirectional: This transition can go both directionsblend_mode(AlphaBlendOption): [Read-Write] Blend Modeblend_profile(BlendProfile): [Read-Write] Blend Profile: The blend profile to use to evaluate this transition per-bonecrossfade_duration(float): [Read-Write] Crossfade Duration: The duration to cross-fade forcustom_blend_curve(CurveFloat): [Read-Write] Custom Blend Curvelogic_type(TransitionLogicType): [Read-Write] Logic Type: What transition logic to usepriority_order(int32): [Read-Write] Priority Order: The priority order of this transition. If multiple transitions out of a state go true at the same time, the one with the smallest priority order will take precedentsync_group_name_to_require_valid_markers_rule(Name): [Read-Write] Sync Group Name to Require Valid Markers Rule: If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).transition_end(AnimNotifyEvent): [Read-Write] Transition Endtransition_interrupt(AnimNotifyEvent): [Read-Write] Transition Interrupttransition_start(AnimNotifyEvent): [Read-Write] Transition Start
- property logic_type¶
[Read-Write] Logic Type: What transition logic to use
- Type