unreal.AnimationStateMachineLibrary
¶
- class unreal.AnimationStateMachineLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Exposes operations to be performed on anim state machine node contexts
C++ Source:
Module: AnimGraphRuntime
File: AnimationStateMachineLibrary.h
- classmethod convert_to_animation_state_machine(node) -> (animation_state=AnimationStateMachineReference, result=AnimNodeReferenceConversionResult)¶
Get an anim state machine from an anim node reference
- Parameters:
node (AnimNodeReference) –
- Returns:
animation_state (AnimationStateMachineReference):
result (AnimNodeReferenceConversionResult):
- Return type:
tuple
- classmethod convert_to_animation_state_machine_pure(node) -> (animation_state=AnimationStateMachineReference, result=bool)¶
Get an anim state machine from an anim node reference (pure)
- Parameters:
node (AnimNodeReference) –
- Returns:
animation_state (AnimationStateMachineReference):
result (bool):
- Return type:
tuple
- classmethod convert_to_animation_state_result(node) -> (animation_state=AnimationStateResultReference, result=AnimNodeReferenceConversionResult)¶
Get an anim state reference from an anim node reference
- Parameters:
node (AnimNodeReference) –
- Returns:
animation_state (AnimationStateResultReference):
result (AnimNodeReferenceConversionResult):
- Return type:
tuple
- classmethod convert_to_animation_state_result_pure(node) -> (animation_state=AnimationStateResultReference, result=bool)¶
Get an anim state reference from an anim node reference (pure)
- Parameters:
node (AnimNodeReference) –
- Returns:
animation_state (AnimationStateResultReference):
result (bool):
- Return type:
tuple
- classmethod get_relevant_anim_time_remaining(update_context, node) float ¶
Returns the remaining animation time of the state’s most relevant asset player
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateResultReference) –
- Return type:
- classmethod get_relevant_anim_time_remaining_fraction(update_context, node) float ¶
Returns the remaining animation time as a fraction of the duration for the state’s most relevant asset player
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateResultReference) –
- Return type:
- classmethod get_state(update_context, node) Name ¶
Returns the name of the current state of this state machine
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateMachineReference) –
- Return type:
- classmethod is_state_blending_in(update_context, node) bool ¶
Returns whether the state the node belongs to is blending in
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateResultReference) –
- Return type:
- classmethod is_state_blending_out(update_context, node) bool ¶
Returns whether the state the node belongs to is blending out
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateResultReference) –
- Return type:
- classmethod set_state(update_context, node, target_state, duration, blend_type, blend_profile, alpha_blend_option, custom_blend_curve) None ¶
- Manually set the current state of the state machine
NOTE: Custom blend type is not supported
- Parameters:
update_context (AnimUpdateContext) –
node (AnimationStateMachineReference) –
target_state (Name) –
duration (float) –
blend_type (TransitionLogicType) –
blend_profile (BlendProfile) –
alpha_blend_option (AlphaBlendOption) –
custom_blend_curve (CurveFloat) –