unreal.PoseSearchContinuingProperties¶
- class unreal.PoseSearchContinuingProperties(playing_asset: Object = Ellipsis, playing_asset_accumulated_time: float = 0.0, is_playing_asset_mirrored: bool = False, playing_asset_blend_parameters: Vector = Ellipsis, interrupt_mode: PoseSearchInterruptMode = Ellipsis, is_continuing_interaction: bool = False, playing_asset_database: PoseSearchDatabase = Ellipsis)¶
Bases:
StructBasePose Search Continuing Properties
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
interrupt_mode(PoseSearchInterruptMode): [Read-Write]is_continuing_interaction(bool): [Read-Write]is_playing_asset_mirrored(bool): [Read-Write]playing_asset(Object): [Read-Write] Currently playing animationplaying_asset_accumulated_time(float): [Read-Write] Currently playing animation accumulated timeplaying_asset_blend_parameters(Vector): [Read-Only] PlayingAsset associated BlendParameters (if PlayingAsset is a UBlendSpace)playing_asset_database(PoseSearchDatabase): [Read-Write] database where the PlayingAsset was originally from (optional property, used to provide an additional database to search for the continuing pose associated to PlayingAsset)
- property interrupt_mode: PoseSearchInterruptMode¶
[Read-Write]
- Type:
- property playing_asset_accumulated_time: float¶
[Read-Write] Currently playing animation accumulated time
- Type:
(float)
- property playing_asset_blend_parameters: Vector¶
[Read-Only] PlayingAsset associated BlendParameters (if PlayingAsset is a UBlendSpace)
- Type:
(Vector)
- property playing_asset_database: PoseSearchDatabase¶
[Read-Write] database where the PlayingAsset was originally from (optional property, used to provide an additional database to search for the continuing pose associated to PlayingAsset)
- Type: