unreal.ContextualAnimSceneAsset

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

Bases: DataAsset

Contextual 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 instead

  • collision_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 instead

  • disable_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 characters

  • ik_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 tracks

  • sections (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:
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:

AnimSequenceBase

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

Parameters:
  • section_idx (int32)

  • anim_set_idx (int32)

  • role (Name)

  • time (float)

Return type:

Transform

bp_get_ik_target_transform_for_binding_at_time(binding, track_name, time) Transform

Get IK Target Transform For Binding At Time

Parameters:
Return type:

Transform

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

Parameters:
  • section_idx (int32)

  • anim_set_idx (int32)

  • role (Name)

  • track_name (Name)

  • time (float)

Return type:

Transform

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

Parameters:
  • section_idx (int32)

  • anim_set_idx (int32)

  • role (Name)

  • warp_section_name (Name)

Returns:

out_start_time (float):

out_end_time (float):

Return type:

tuple

property collision_behavior: ContextualAnimCollisionBehavior

[Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version instead

Type:

(ContextualAnimCollisionBehavior)

property collision_channels_to_ignore_params: None

[Read-Write] deprecated: Direct access has been deprecated, Please use CollisionBehaviors array version instead

Type:

(Array[ContextualAnimIgnoreChannelsParam])

get_alignment_points_for_secondary_role(type, section_idx, primary) Array[ContextualAnimPoint]

Get Alignment Points for Secondary Role

Parameters:
Returns:

out_result (Array[ContextualAnimPoint]):

Return type:

Array[ContextualAnimPoint]

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:
Returns:

out_result (Array[ContextualAnimPoint]):

Return type:

Array[ContextualAnimPoint]

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:
Returns:

out_result (ContextualAnimQueryResult):

Return type:

ContextualAnimQueryResult or None