unreal.AnimStateTransitionNode
¶
- class unreal.AnimStateTransitionNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimStateNodeBase
Anim 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] 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] This transition can go both directionsblend_mode
(AlphaBlendOption): [Read-Write]blend_profile
(BlendProfile): [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]logic_type
(TransitionLogicType): [Read-Write] What transition logic to usepriority_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: