unreal.ContextualAnimTrack¶
- class unreal.ContextualAnimTrack(animation: AnimSequenceBase = Ellipsis, anim_max_start_time: float = 0.0, change_movement_mode: bool = False, movement_mode: MovementMode = Ellipsis, custom_movement_mode: int = 0, control_character_rotation: bool = False, optional: bool = False, mesh_to_scene: Transform = Ellipsis, role: Name = 'None', section_idx: int = 0, anim_set_idx: int = 0, anim_track_idx: int = 0)¶
Bases:
StructBaseContextual Anim Track
C++ Source:
Plugin: ContextualAnimation
Module: ContextualAnimation
File: ContextualAnimTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_max_start_time(float): [Read-Write]anim_set_idx(int32): [Read-Write]anim_track_idx(int32): [Read-Write]animation(AnimSequenceBase): [Read-Write]change_movement_mode(bool): [Read-Write] If true, will set the movement mode of the character using CAS, to ‘MovementMode’, during the scope of this anim track.control_character_rotation(bool): [Read-Write] If true: disable orientation of the character towards movement, controller’s rotation and physics driven rotation during root motion.custom_movement_mode(uint8): [Read-Write] If ‘bChangeMovementMode’ is true, and the ‘MovementMode’ is Custom, it’ll set this custom movement mode during the scope of this anim track.mesh_to_scene(Transform): [Read-Write]movement_mode(MovementMode): [Read-Write] If ‘bChangeMovementMode’ is true, will set the movement mode of the character using CAS, to this value, during the scope of this anim track.optional(bool): [Read-Write] Whether the actor that should play this animation is optionalrole(Name): [Read-Only]section_idx(int32): [Read-Write]selection_criteria(Array[ContextualAnimSelectionCriterion]): [Read-Write]
- property animation: AnimSequenceBase¶
[Read-Write]
- Type:
- property change_movement_mode: bool¶
[Read-Write] If true, will set the movement mode of the character using CAS, to ‘MovementMode’, during the scope of this anim track.
- Type:
(bool)
- property control_character_rotation: bool¶
disable orientation of the character towards movement, controller’s rotation and physics driven rotation during root motion.
- Type:
(bool)
- Type:
[Read-Write] If true
- property custom_movement_mode: int¶
[Read-Write] If ‘bChangeMovementMode’ is true, and the ‘MovementMode’ is Custom, it’ll set this custom movement mode during the scope of this anim track.
- Type:
(uint8)
- property movement_mode: MovementMode¶
[Read-Write] If ‘bChangeMovementMode’ is true, will set the movement mode of the character using CAS, to this value, during the scope of this anim track.
- Type: