unreal.AnimationStateEntry
¶
- class unreal.AnimationStateEntry¶
Bases:
StructBase
Animation State Entry
C++ Source:
Plugin: AnimationSharing
Module: AnimationSharing
File: AnimationSharingTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
additive
(bool): [Read-Write] Additive: Whether or not this state is an additive stateanimation_setups
(Array[AnimationSetup]): [Read-Write] Animation Setups: Per state animation setupblend_time
(float): [Read-Write] Blend Time: Duration of blending when blending to this statemaximum_number_of_concurrent_instances
(PerPlatformInt): [Read-Write] Maximum Number Of Concurrent Instances: Number of instances that will be created for this state (platform-specific)next_state
(uint8): [Read-Write] Next State: State value to which the actors part of an on demand state should be set to when its animation has finishedon_demand
(bool): [Read-Write] On Demand: Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when neededrequires_curves
(bool): [Read-Write] Requires Curves: Whether or not this animation requires curves or morphtargets to function correctly for follower componentsreturn_to_previous_state
(bool): [Read-Write] Return to Previous State: Flag whether or not we should return to the previous state, only used when this state is an on-demand oneset_next_state
(bool): [Read-Write] Set Next Statestate
(uint8): [Read-Write] State: Enum value linked to this statewiggle_time_percentage
(float): [Read-Write] Wiggle Time Percentage: Percentage of ‘wiggle’ frames, this is used when we run out of available entries in Components, if one of the on-demand animations has started SequenceLength * WiggleFramePercentage ago or earlier,it is used instead of a brand new one