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: StructBase

Contextual 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 optional

  • role (Name): [Read-Only]

  • section_idx (int32): [Read-Write]

  • selection_criteria (Array[ContextualAnimSelectionCriterion]): [Read-Write]

property anim_max_start_time: float

[Read-Write]

Type:

(float)

property anim_set_idx: int

[Read-Only]

Type:

(int32)

property anim_track_idx: int

[Read-Only]

Type:

(int32)

property animation: AnimSequenceBase

[Read-Write]

Type:

(AnimSequenceBase)

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 mesh_to_scene: Transform

[Read-Write]

Type:

(Transform)

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:

(MovementMode)

property optional: bool

[Read-Write] Whether the actor that should play this animation is optional

Type:

(bool)

property role: Name

[Read-Only]

Type:

(Name)

property section_idx: int

[Read-Only]

Type:

(int32)