unreal.RigUnit_RunAnimNode_v1¶
- class unreal.RigUnit_RunAnimNode_v1(anim_node: UAFAnimNodeDataEx = [], lod: int = 0, reference_pose: AnimNextGraphReferencePose = [], attribute_set: Name = 'None', result: AnimNextGraphLODPose = [], execute_context: AnimNextExecuteContext = [])¶
Bases:
RigUnit_AnimNextBaseRuns an AnimNode
C++ Source:
Plugin: UAFAnimNode
Module: UAFAnimNode
File: RigUnit_RunAnimNode_v1.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_node(UAFAnimNodeDataEx): [Read-Write] The anim node to runattribute_set(Name): [Read-Write] The name of the attribute set to execute with, if ‘None’ will include everythingexecute_context(AnimNextExecuteContext): [Read-Write] The execution resultlod(int32): [Read-Write] LOD to run at. If this is -1 then the reference pose’s source LOD will be usedreference_pose(AnimNextGraphReferencePose): [Read-Write] Reference poseresult(AnimNextGraphLODPose): [Read-Write] Pose result
- property anim_node: UAFAnimNodeDataEx¶
[Read-Write] The anim node to run
- Type:
- property attribute_set: Name¶
[Read-Write] The name of the attribute set to execute with, if ‘None’ will include everything
- Type:
(Name)
- property execute_context: AnimNextExecuteContext¶
[Read-Write] The execution result
- Type:
- property lod: int¶
[Read-Write] LOD to run at. If this is -1 then the reference pose’s source LOD will be used
- Type:
(int32)
- property reference_pose: AnimNextGraphReferencePose¶
[Read-Write] Reference pose
- Type:
- property result: AnimNextGraphLODPose¶
[Read-Only] Pose result
- Type: