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_AnimNextBaseGet 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:
- property graph: AnimNextAnimGraph¶
[Read-Only] Post-process animation graph to run, read from the given skeletal mesh.
- Type:
- 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: