unreal.MotionDesignPlayableLibrary

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

Bases: BlueprintFunctionLibrary

Ava Playable Library

C++ Source:

  • Plugin: Avalanche

  • Module: AvalancheMedia

  • File: AvaPlayableLibrary.h

classmethod is_playable_hidden(world_context_object) bool

Returns the current hidden state of this playable. remark: This only works if current level is managed by a playable (i.e. in a rundown or playback graph).

Parameters:

world_context_object (Object)

Returns:

true if the hidden state is set, false otherwise or if not managed by a playable.

Return type:

bool

classmethod playable_sync_event_latent(world_context_object, latent_info, event_signature) bool

Push a playable sync event with the given signature on the cluster. The action will complete when the event has occured on all nodes of the cluster. The event signature includes the playable id as well. Therefore, the given signature need only be unique in terms of any sequence of synchronized events for the given playable.

Parameters:
  • world_context_object (Object)

  • latent_info (LatentActionInfo)

  • event_signature (str) – Event signature, must be unique in terms of sequence of events for the given playable.

Returns:

success (bool): If true upon completion, the event has been synchronized successfully.

Return type:

bool

classmethod set_playable_hidden(world_context_object, should_be_hidden) bool

Sets the hidden state of all primitives under this playable. Hidden primitives will not be rendered. remark: This only works if current level is managed by a playable (i.e. in a rundown or playback graph).

Parameters:
  • world_context_object (Object)

  • should_be_hidden (bool)

Returns:

true if the value was set, false otherwise (if not managed by a playable).

Return type:

bool

classmethod update_playable_remote_control_values(world_context_object) bool

Injects the remote control values from current transition for the current playable. remark: This does nothing if there is no current transition the current playable is part of or if the current level is not managed by a playable.

Parameters:

world_context_object (Object)

Returns:

true if the values have been injected, false otherwise.

Return type:

bool