unreal.PCapPropLiveLinkAnimInstance¶
- class unreal.PCapPropLiveLinkAnimInstance(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimInstancePCap Prop Live Link Anim Instance
C++ Source:
Plugin: PerformanceCaptureWorkflow
Module: PerformanceCaptureWorkflowRuntime
File: PCapPropLiveLinkAnimInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
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 inon_montage_blending_out(OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finishedon_montage_ended(OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finishedon_montage_section_changed(OnMontageSectionChangedMCDelegate): [Read-Write] Called when a montage section changeson_montage_started(OnMontageStartedMCDelegate): [Read-Write] Called when a montage has startedpropagate_notifies_to_linked_instances(bool): [Read-Write] Whether to propagate notifies to any linked anim instancesreceive_notifies_from_linked_instances(bool): [Read-Write] Whether to process notifies from any linked anim instancesroot_motion_mode(RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion fromuse_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.)
- enable_live_link_evaluation(do_enable) None¶
Enable Live Link Evaluation
- Parameters:
do_enable (bool)
- set_dynamic_constraint_vector(dynamic_offset) None¶
Set Dynamic Constraint Vector
- Parameters:
dynamic_offset (Vector)
- set_subject(subject_name) None¶
Set Subject
- Parameters:
subject_name (LiveLinkSubjectName)