unreal.RigUnit_GetPostProcessAnimation

class unreal.RigUnit_GetPostProcessAnimation(skeletal_mesh_component: SkeletalMeshComponent = Ellipsis, lod_level: int = 0, graph: AnimNextAnimGraph = Ellipsis, should_evaluate: bool = False, lod_threshold: int = 0, execute_context: AnimNextExecuteContext = [])

Bases: RigUnit_AnimNextBase

Get post process animation data for a given skeletal mesh.

C++ Source:

  • Plugin: UAFAnimGraph

  • Module: UAFAnimGraph

  • File: RigUnit_GetPostProcessAnimation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execute_context (AnimNextExecuteContext): [Read-Write]

  • graph (AnimNextAnimGraph): [Read-Write] Post-process animation graph to run, read from the given skeletal mesh.

  • lod_level (int32): [Read-Write] Current LOD we run animation with on the given skeletal mesh component.

  • lod_threshold (int32): [Read-Write] Raw post-process animation LOD threshold read from the given skeletal mesh. This can be used for custom thresholding when the “Should Evaluate” is not sufficient.

  • should_evaluate (bool): [Read-Write] Can we skip or should we run the output animation graph based on the given input LOD and the skeletal mesh’s post-process LOD threshold.

  • skeletal_mesh_component (SkeletalMeshComponent): [Read-Write] Skeletal mesh component to be used to read the post-process animation from the assigned skeletal mesh.

property execute_context: AnimNextExecuteContext

[Read-Write]

Type:

(AnimNextExecuteContext)

property graph: AnimNextAnimGraph

[Read-Only] Post-process animation graph to run, read from the given skeletal mesh.

Type:

(AnimNextAnimGraph)

property lod_level: int

[Read-Write] Current LOD we run animation with on the given skeletal mesh component.

Type:

(int32)

property lod_threshold: int

[Read-Only] Raw post-process animation LOD threshold read from the given skeletal mesh. This can be used for custom thresholding when the “Should Evaluate” is not sufficient.

Type:

(int32)

property should_evaluate: bool

[Read-Only] Can we skip or should we run the output animation graph based on the given input LOD and the skeletal mesh’s post-process LOD threshold.

Type:

(bool)

property skeletal_mesh_component: SkeletalMeshComponent

[Read-Write] Skeletal mesh component to be used to read the post-process animation from the assigned skeletal mesh.

Type:

(SkeletalMeshComponent)