unreal.InterpTrackToggle
¶
- class unreal.InterpTrackToggle(outer=None, name='None')¶
Bases:
unreal.InterpTrack
Interp Track Toggle
C++ Source:
Module: Engine
File: InterpTrackToggle.h
Editor Properties: (see get_editor_property/set_editor_property)
activate_system_each_update
(bool): [Read-Write] If true, the track will call ActivateSystem on the emitter each update (the old ‘incorrect’ behavior). If false (the default), the System will only be activated if it was previously inactive.activate_with_just_attached_flag
(bool): [Read-Write] If true, the track will activate the system w/ the ‘Just Attached’ flag.active_condition
(TrackActiveCondition): [Read-Write] Sets the condition that must be met for this track to be enabledfire_events_when_backwards
(bool): [Read-Write] If events should be fired when passed playing the sequence backwards.fire_events_when_forwards
(bool): [Read-Write] If events should be fired when passed playing the sequence forwards.fire_events_when_jumping_forwards
(bool): [Read-Write] If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.sub_tracks
(Array(InterpTrack)): [Read-Write] A list of subtracks that belong to this track