unreal.CachedAnimDataLibrary

class unreal.CachedAnimDataLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

A library of commonly used functionality from the CachedAnimData family, exposed to blueprint.

C++ Source:

  • Module: Engine

  • File: CachedAnimDataLibrary.h

classmethod state_machine_get_asset_player_time(anim_instance, cached_anim_asset_player_data) float

CachedAnimAssetPlayerData **// Gets the accumulated time, in seconds, of the asset player in the specified state. Assumes only one player in the state (specified in the provided FCachedAnimAssetPlayerData)

Parameters:
Return type:

float

classmethod state_machine_get_asset_player_time_ratio(anim_instance, cached_anim_asset_player_data) float

Gets the accumulated time, as a fraction, of the asset player in the specified state. Assumes only one player in the state (specified in the provided FCachedAnimAssetPlayerData)

Parameters:
Return type:

float

classmethod state_machine_get_crossfade_duration(anim_instance, cached_anim_transition_data) float

CachedAnimTransitionData **// Gets the crossfade duration of the transition between the two input states. If multiple transition rules exist, the first will be returned (specified in the provided FCachedAnimTransitionData)

Parameters:
Return type:

float

classmethod state_machine_get_global_weight(anim_instance, cached_anim_state_data) float

Returns the weight of a state, relative to the graph (specified in the provided FCachedAnimStateData)

Parameters:
Return type:

float

classmethod state_machine_get_local_weight(anim_instance, cached_anim_state_data) float

Returns the weight of a state, relative to its state machine (specified in the provided FCachedAnimStateData)

Parameters:
Return type:

float

classmethod state_machine_get_relevant_anim_time(anim_instance, cached_anim_relevancy_data) float

CachedAnimRelevancyData **// Gets the accumulated time, in seconds, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData)

Parameters:
Return type:

float

classmethod state_machine_get_relevant_anim_time_remaining(anim_instance, cached_anim_relevancy_data) float

Gets the time to the end of the asset, in seconds, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData)

Parameters:
Return type:

float

classmethod state_machine_get_relevant_anim_time_remaining_fraction(anim_instance, cached_anim_relevancy_data) float

Gets the time to the end of the asset, as a fraction, of the most relevant asset player in the specified state (specified in the provided FCachedAnimRelevancyData)

Parameters:
Return type:

float

classmethod state_machine_get_total_weight(anim_instance, cached_anim_state_array) float

CachedAnimStateArray **// Returns the summed weight of a state or states, relative to their state machine (specified in the provided FCachedAnimStateArray)

Parameters:
Return type:

float

classmethod state_machine_is_full_weight(anim_instance, cached_anim_state_array) bool

Returns true when the weight of the input state (or summed weight for multiple input states) is 1.0 of greater (specified in the provided FCachedAnimStateArray)

Parameters:
Return type:

bool

classmethod state_machine_is_relevant(anim_instance, cached_anim_state_array) bool

Returns true when the input state, or states, have any weight (specified in the provided FCachedAnimStateArray)

Parameters:
Return type:

bool

classmethod state_machine_is_state_relevant(anim_instance, cached_anim_state_data) bool

CachedAnimStateData **// Returns whether a state is relevant (specified in the provided FCachedAnimStateData)

Parameters:
Return type:

bool