unreal.MovieSceneCondition

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

Bases: MovieSceneSignedObject

Abstract condition class. Conditions can be applied to sections, tracks, and track rows to determine whether or not they are evaluated at runtime. This allows developers to create Sequences with dynamic behavior based on gameplay state, local player state, player hardware, etc.

C++ Source:

  • Module: MovieScene

  • File: MovieSceneCondition.h

Editor Properties: (see get_editor_property/set_editor_property)

  • editor_force_true (bool): [Read-Write] If true, will skip evaluating the condition and always return true. Useful for authoring or debugging.

  • invert (bool): [Read-Write] If true, inverts the result of the condition check.

bp_evaluate_condition(condition_context) bool

Override to implement your condition.

Parameters:

condition_context (MovieSceneConditionContext)

Return type:

bool

bp_get_check_frequency() MovieSceneConditionCheckFrequency

Returns the check frequency of the condition, which determines whether the condition result can change during playback and needs to get re-evaluated.

Return type:

MovieSceneConditionCheckFrequency

bp_get_scope() MovieSceneConditionScope

Returns the scope of the condition, which determines whether the condition needs to be re-evaluated for different bindings or entities in the Sequence.

Return type:

MovieSceneConditionScope

property editor_force_true: bool

[Read-Write] If true, will skip evaluating the condition and always return true. Useful for authoring or debugging.

Type:

(bool)

property invert: bool

[Read-Write] If true, inverts the result of the condition check.

Type:

(bool)