unreal.ChooserPlayerSettings¶
- class unreal.ChooserPlayerSettings(mirror: bool = False, start_time: float = 0.0, force_looping: bool = False, playback_rate: float = 0.0, curve_overrides: AnimCurveOverrideList = Ellipsis, blend_time: float = 0.0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis, use_inertial_blend: bool = False, force_blend_to: bool = False, min_delta_time_to_force_blend_to: float = 0.0)¶
Bases:
StructBaseChooser Player Settings
C++ Source:
Plugin: Chooser
Module: Chooser
File: ChooserTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_option(AlphaBlendOption): [Read-Write] How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out.blend_profile(BlendProfile): [Read-Write] Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character’s bones. It could be used to differentiate between upper body and lower body to blend timing.blend_time(float): [Read-Write]curve_overrides(AnimCurveOverrideList): [Read-Write] List of curve values to setforce_blend_to(bool): [Read-Write] Experimental, this feature might be removed without warning, not for production useforce_looping(bool): [Read-Write] Loop the animation asset, even if the asset is not set as loopingmin_delta_time_to_force_blend_to(float): [Read-Write] Experimental, this feature might be removed without warning, not for production use the chooser player will continue playing an asset previously selected at time “PreviousStartTime”, integrating it by the simulation “DeltaSeconds”, unless the current “StartTime” is far away “MinDeltaTimeToForceBlendTo” from “PreviousStartTime”: if |PreviousStartTime - StartTime| > MinDeltaTimeToForceBlendTo then bForceBlendTo = true and the chooser player will ask blend stack to blend to the same asset at a different “StartTime”mirror(bool): [Read-Write] Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNodeplayback_rate(float): [Read-Write] playback rate modifierstart_time(float): [Read-Write] Start offset when starting the Animation Assetuse_inertial_blend(bool): [Read-Write]
- property blend_option: AlphaBlendOption¶
[Read-Write] How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out.
- Type:
- property blend_profile: BlendProfile¶
[Read-Write] Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character’s bones. It could be used to differentiate between upper body and lower body to blend timing.
- Type:
- property curve_overrides: AnimCurveOverrideList¶
[Read-Write] List of curve values to set
- Type:
- property force_blend_to: bool¶
[Read-Write] Experimental, this feature might be removed without warning, not for production use
- Type:
(bool)
- property force_looping: bool¶
[Read-Write] Loop the animation asset, even if the asset is not set as looping
- Type:
(bool)
- property min_delta_time_to_force_blend_to: float¶
[Read-Write] Experimental, this feature might be removed without warning, not for production use the chooser player will continue playing an asset previously selected at time “PreviousStartTime”, integrating it by the simulation “DeltaSeconds”, unless the current “StartTime” is far away “MinDeltaTimeToForceBlendTo” from “PreviousStartTime”: if |PreviousStartTime - StartTime| > MinDeltaTimeToForceBlendTo then bForceBlendTo = true and the chooser player will ask blend stack to blend to the same asset at a different “StartTime”
- Type:
(float)
- property mirror: bool¶
[Read-Write] Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNode
- Type:
(bool)