unreal.MotionDesignPlayableLibrary¶
- class unreal.MotionDesignPlayableLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryAva Playable Library
C++ Source:
Plugin: Avalanche
Module: AvalancheMedia
File: AvaPlayableLibrary.h
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).
- 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:
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).
- 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.