unreal.MetaHumanCharacterAnimInstance

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

Bases: AnimInstance

MetaHuman Character Anim Instance

C++ Source:

  • Plugin: MetaHumanCharacter

  • Module: MetaHumanCharacterEditor

  • File: MetaHumanCharacterAnimInstance.h

Editor Properties: (see get_editor_property/set_editor_property)

  • current_play_time (float): [Read-Write]

  • is_animation_playing (bool): [Read-Write]

  • is_paused (bool): [Read-Write]

  • is_scrubbing (bool): [Read-Write]

  • number_of_keys (int32): [Read-Write]

  • on_all_montage_instances_ended (OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.

  • on_montage_blended_in (OnMontageBlendedInEndedMCDelegate): [Read-Write] Called when a montage finishes blending in

  • on_montage_blending_out (OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finished

  • on_montage_ended (OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finished

  • on_montage_section_changed (OnMontageSectionChangedMCDelegate): [Read-Write] Called when a montage section changes

  • on_montage_started (OnMontageStartedMCDelegate): [Read-Write] Called when a montage has started

  • play_rate (float): [Read-Write]

  • primary_animation (AnimSequence): [Read-Write]

  • propagate_notifies_to_linked_instances (bool): [Read-Write] Whether to propagate notifies to any linked anim instances

  • receive_notifies_from_linked_instances (bool): [Read-Write] Whether to process notifies from any linked anim instances

  • root_motion_mode (RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion from

  • secondary_animation (AnimSequence): [Read-Write]

  • use_main_instance_montage_evaluation_data (bool): [Read-Write] If true, linked instances will use the main instance’s montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.)

property current_play_time: float

[Read-Write]

Type:

(float)

property is_animation_playing: bool

[Read-Write]

Type:

(bool)

property is_paused: bool

[Read-Write]

Type:

(bool)

property is_scrubbing: bool

[Read-Write]

Type:

(bool)

property number_of_keys: int

[Read-Write]

Type:

(int32)

property play_rate: float

[Read-Write]

Type:

(float)

property primary_animation: AnimSequence

[Read-Write]

Type:

(AnimSequence)

property secondary_animation: AnimSequence

[Read-Write]

Type:

(AnimSequence)