unreal.BlendStackAnimNodeLibrary¶
- class unreal.BlendStackAnimNodeLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryExposes operations that can be run on a Blend Stack node via Anim Node Functions such as “On Become Relevant” and “On Update”.
C++ Source:
Plugin: BlendStack
Module: BlendStack
File: BlendStackAnimNodeLibrary.h
- classmethod blend_to(context, blend_stack_node, animation_asset=None, animation_time=0.000000, loop=False, mirrored=False, blend_time=0.200000, blend_parameters=[0.000000, 0.000000, 0.000000], wanted_play_rate=1.000000, activation_delay=0.000000) None¶
Blend To
- Parameters:
context (AnimUpdateContext)
blend_stack_node (BlendStackAnimNodeReference)
animation_asset (AnimationAsset)
animation_time (float)
loop (bool)
mirrored (bool)
blend_time (float)
blend_parameters (Vector)
wanted_play_rate (float)
activation_delay (float)
- classmethod blend_to_with_settings(context, blend_stack_node, animation_asset=None, animation_time=0.000000, loop=False, mirrored=False, blend_time=0.200000, blend_profile=None, blend_option=AlphaBlendOption.HERMITE_CUBIC, inertial_blend=False, blend_parameters=[0.000000, 0.000000, 0.000000], wanted_play_rate=1.000000, activation_delay=0.000000) None¶
Note: Experimental and subject to change!
- Parameters:
context (AnimUpdateContext)
blend_stack_node (BlendStackAnimNodeReference)
animation_asset (AnimationAsset)
animation_time (float)
loop (bool)
mirrored (bool)
blend_time (float)
blend_profile (BlendProfile)
blend_option (AlphaBlendOption)
inertial_blend (bool)
blend_parameters (Vector)
wanted_play_rate (float)
activation_delay (float)
- classmethod convert_to_blend_stack_node(node) -> (BlendStackAnimNodeReference, result=AnimNodeReferenceConversionResult)¶
Get a blend stack node context from an anim node context
- Parameters:
node (AnimNodeReference)
- Returns:
result (AnimNodeReferenceConversionResult):
- Return type:
- classmethod convert_to_blend_stack_node_pure(node) -> (blend_stack_node=BlendStackAnimNodeReference, result=bool)¶
Get a blend stack node context from an anim node context (pure)
- Parameters:
node (AnimNodeReference)
- Returns:
blend_stack_node (BlendStackAnimNodeReference):
result (bool):
- Return type:
tuple
- classmethod force_blend_next_update(blend_stack_node) None¶
Force Blend Next Update
- Parameters:
blend_stack_node (BlendStackAnimNodeReference)
- classmethod get_current_asset(blend_stack_node) AnimationAsset¶
Get Current Asset
- Parameters:
blend_stack_node (BlendStackAnimNodeReference)
- Return type:
- classmethod get_current_asset_time(blend_stack_node) float¶
Get Current Asset Time
- Parameters:
blend_stack_node (BlendStackAnimNodeReference)
- Return type:
- classmethod get_current_asset_time_remaining(blend_stack_node) float¶
Get Current Asset Time Remaining
- Parameters:
blend_stack_node (BlendStackAnimNodeReference)
- Return type:
- classmethod get_current_blend_stack_anim_asset(node) AnimationAsset¶
Get the current AnimationAsset that is playing from a Blend Stack Input node
- Parameters:
node (AnimNodeReference)
- Return type:
- classmethod get_current_blend_stack_anim_asset_mirror_table(node) MirrorDataTable¶
Get current AssetMirrorTable from a Blend Stack Input node
- Parameters:
node (AnimNodeReference)
- Return type:
- classmethod get_current_blend_stack_anim_asset_mirrored(node) bool¶
Get if we are currently mirrored from a Blend Stack Input node
- Parameters:
node (AnimNodeReference)
- Return type:
- classmethod get_current_blend_stack_anim_asset_time(node) float¶
Get the current elapsed time of the animation that is playing from a Blend Stack Input node
- Parameters:
node (AnimNodeReference)
- Return type:
- classmethod get_current_blend_stack_anim_is_active(node) bool¶
Get if current anim is active
- Parameters:
node (AnimNodeReference)
- Return type:
- classmethod is_current_asset_looping(blend_stack_node) bool¶
Is Current Asset Looping
- Parameters:
blend_stack_node (BlendStackAnimNodeReference)
- Return type: