unreal.ContextualAnimSceneAsset¶
- class unreal.ContextualAnimSceneAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataAssetContextual Anim Scene Asset
C++ Source:
Plugin: ContextualAnimation
Module: ContextualAnimation
File: ContextualAnimSceneAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
attachment_params(Array[ContextualAnimAttachmentParams]): [Read-Write]collision_behavior(ContextualAnimCollisionBehavior): [Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version insteadcollision_behaviors(Array[ContextualAnimCollisionBehaviorParams]): [Read-Write]collision_channels_to_ignore_params(Array[ContextualAnimIgnoreChannelsParam]): [Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version insteaddisable_movement_replication_for_simulated_proxy(bool): [Read-Write] Whether to disable movement replication during the interaction for simulated proxies (NPCs only).find_ideal_anim_start_time(bool): [Read-Write] Whether to find ideal start time for the interaction based on the distance from the actor to the warp target in the animation and the actual distance in game. Effectively skipping the portion of the ‘approach-motion’ the actor doesn’t need.find_ideal_start_time_margin(float): [Read-Write] Time (in seconds) reserved at the end of the warp window to ensure motion warping has enough room to reach the target. The ideal start time search will not go beyond (WarpEndTime - FindIdealStartTimeMargin).ignore_client_movement_error_checks_and_correction(bool): [Read-Write] Whether to ignore movement error checks and corrections during the interaction for player charactersik_target_params(ContextualAnimIKTargetParams): [Read-Write]multi_section_preview_sequence(Array[ContextualAnimPreviewSequenceEntry]): [Read-Write] Defines a sequence of sections for multi-section preview (e.g. Intro -> Loop x3 -> Outro)override_preview_data(Array[ContextualAnimActorPreviewData]): [Read-Write]precompute_alignment_tracks(bool): [Read-Write] Whether we should extract and cache alignment tracks off line.preview_override_provider(type(Class)): [Read-Write]primary_role(Name): [Read-Write]radius(float): [Read-Write]roles_asset(ContextualAnimRolesAsset): [Read-Write]sample_rate(int32): [Read-Write] Sample rate (frames per second) used when sampling the animations to generate alignment and IK trackssections(Array[ContextualAnimSceneSection]): [Read-Write]tag(GameplayTag): [Read-Write] Optional GameplayTag that can be used to identify this particular scene asset
- bp_find_anim_set_index_by_animation(section_idx, animation) int32¶
Find AnimSet Index By Animation
- Parameters:
section_idx (int32)
animation (AnimSequenceBase)
- Return type:
int32
- bp_find_animation_for_role(section_idx, anim_set_idx, role) AnimSequenceBase¶
Blueprint Interface
- Parameters:
section_idx (int32)
anim_set_idx (int32)
role (Name)
- Return type:
- bp_get_alignment_transform_for_role_relative_to_warp_point(section_idx, anim_set_idx, role, time) Transform¶
Get Alignment Transform For Role Relative To WarpPoint
- bp_get_ik_target_transform_for_binding_at_time(binding, track_name, time) Transform¶
Get IK Target Transform For Binding At Time
- Parameters:
binding (ContextualAnimSceneBinding)
track_name (Name)
time (float)
- Return type:
- bp_get_ik_target_transform_for_role_at_time(section_idx, anim_set_idx, role, track_name, time) Transform¶
Get IK Target Transform For Role At Time
- bp_get_start_and_end_time_for_warp_section(section_idx, anim_set_idx, role, warp_section_name) -> (out_start_time=float, out_end_time=float)¶
Get Start and End Time For Warp Section
- property collision_behavior: ContextualAnimCollisionBehavior¶
[Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version instead
- Type:
- property collision_channels_to_ignore_params: None¶
[Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version instead
- Type:
- get_alignment_points_for_secondary_role(type, section_idx, primary) Array[ContextualAnimPoint]¶
Get Alignment Points for Secondary Role
- Parameters:
type (ContextualAnimPointType)
section_idx (int32)
primary (ContextualAnimSceneBindingContext)
- Returns:
out_result (Array[ContextualAnimPoint]):
- Return type:
- get_alignment_points_for_secondary_role_considering_selection_criteria(type, section_idx, primary, querier, criterion_to_consider) Array[ContextualAnimPoint]¶
Get Alignment Points for Secondary Role Considering Selection Criteria
- Parameters:
type (ContextualAnimPointType)
section_idx (int32)
primary (ContextualAnimSceneBindingContext)
querier (ContextualAnimSceneBindingContext)
criterion_to_consider (ContextualAnimCriterionToConsider)
- Returns:
out_result (Array[ContextualAnimPoint]):
- Return type:
- query(role, query_params, to_world_transform) ContextualAnimQueryResult or None¶
TODO:: Kept around only to do not break existing content. It will go away in the future.
- Parameters:
role (Name)
query_params (ContextualAnimQueryParams)
to_world_transform (Transform)
- Returns:
out_result (ContextualAnimQueryResult):
- Return type:
ContextualAnimQueryResult or None