unreal.BlendSpaceBase
¶
- class unreal.BlendSpaceBase(outer=None, name='None')¶
Bases:
unreal.AnimationAsset
Allows multiple animations to be blended between based on input parameters
C++ Source:
Module: Engine
File: BlendSpaceBase.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table
(AssetMappingTable): [Read-Only] Asset mapping table when ParentAsset is setasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetblend_parameters
(BlendParameter): [Read-Write] Blend Parameters for each axis. *interpolation_param
(InterpolationParameter): [Read-Write] Input interpolation parameter for all 3 axis, for each axis input, decide how you’d like to interpolate input tometa_data
(Array(AnimMetaData)): [Read-Write] Meta data that can be saved with the assetYou can query by GetMetaData function
notify_trigger_mode
(NotifyTriggerMode): [Read-Write] The current mode used by the blendspace to decide which animation notifies to fire. Valid options are:AllAnimations - All notify events will fire
HighestWeightedAnimation - Notify events will only fire from the highest weighted animation
None - No notify events will fire from any animations
parent_asset
(AnimationAsset): [Read-Only] Parent Asset, if set, you won’t be able to edit any data in here but just mapping tableDuring cooking, this data will be used to bake out to normal asset
per_bone_blend
(Array(PerBoneInterpolation)): [Read-Write] Define target weight interpolation per bone. This will blend in different speed per each bone settingpreview_base_pose
(AnimSequence): [Read-Write] Preview Base pose for additive BlendSpace *preview_pose_asset
(PoseAsset): [Read-Write] The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// todo:: note that this doesn’t retarget right nowsample_data
(Array(BlendSample)): [Read-Write] Sample animation data *skeleton
(Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .target_weight_interpolation_speed_per_sec
(float): [Read-Write] Target weight interpolation. When target samples are set, how fast you’d like to get to target. Improve target blending. i.e. for locomotion, if you interpolate input, when you move from left to right rapidly, you’ll interpolate through forward, but if you use target weight interpolation, you’ll skip forward, but interpolate between left to rightthumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail rendering