unreal.AnimStateTransitionNode¶
- class unreal.AnimStateTransitionNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimStateNodeBaseAnim State Transition Node
C++ Source:
Module: AnimGraph
File: AnimStateTransitionNode.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_inertialization_for_self_transitions(bool): [Read-Write] Whether to fall back to inertialization/dead blending when reentering an already-active state. This can avoid pops.The target state must enable bAlwaysResetOnEntry for the inertial blend to trigger.
automatic_rule_based_on_sequence_player_in_state(bool): [Read-Write] Try setting the rule automatically based on most relevant asset player node’s remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal timeautomatic_rule_trigger_time(float): [Read-Write] When should the automatic transition rule trigger relative to the time remaining on the relevant asset player:< 0 means trigger the transition ‘Crossfade Duration’ seconds before the end of the asset player, so a standard blend would finish just as the asset player ends
>= 0 means trigger the transition ‘Automatic Rule Trigger Time’ seconds before the end of the asset player
bidirectional(bool): [Read-Write] This transition can go both directionsblend_mode(AlphaBlendOption): [Read-Write]blend_profile_wrapper(BlendProfileInterfaceWrapper): [Read-Write] The blend profile to use to evaluate this transition per-bonecrossfade_duration(float): [Read-Write] The duration to cross-fade forcustom_blend_curve(CurveFloat): [Read-Write]disabled(bool): [Read-Write] Whether or not to disable this transition from being enterablelogic_type(TransitionLogicType): [Read-Write] What transition logic to usemin_time_before_reentry(float): [Read-Write] The minimum time elapsed (in seconds) before the target state can be re-entered via this transition Has no effect when set to -1.0. When set to zero, wait at least one frame before re-entry via this transition is allowed.priority_order(int32): [Read-Write] 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] 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_interrupt(AnimNotifyEvent): [Read-Write]transition_start(AnimNotifyEvent): [Read-Write]
- property logic_type: TransitionLogicType¶
[Read-Write] What transition logic to use
- Type: