unreal.RootMotionModifier_PrecomputedWarp¶
- class unreal.RootMotionModifier_PrecomputedWarp(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
RootMotionModifier_Warp(Experimental) Precomputed warp computes the full path to alignment on the first frame of execution and then on following frames just applies that root motion. Only Suitable for stationary targets.
C++ Source:
Plugin: MotionWarping
Module: MotionWarping
File: RootMotionModifier_PrecomputedWarp.h
Editor Properties: (see get_editor_property/set_editor_property)
actual_start_time(float): [Read-Write] Actual playback time when the modifier becomes activeadd_translation_easing_curve(CurveFloat): [Read-Write] Custom curve used to add translation when there is none to warp. Only relevant when AddTranslationEasingFunc is set to Customadd_translation_easing_func(AlphaBlendOption): [Read-Write] Easing function used when adding translation. Only relevant when there is no translation in the animationalign_offset(Transform): [Read-Write] Offset from Root (or AlignBone) to Align to the target transformanimation(AnimSequenceBase): [Read-Write] Source of the root motion we are warpingcurrent_position(float): [Read-Write] Current playback time of the animationdisable(Name): [Read-Write] Bool variable which will disable this notifyenable_steering(bool): [Read-Write] Steering will rotate the character based on the difference between the animated movement direction and the warped movement direction, to keep the character facing their direction of movementend_time(float): [Read-Write] End time of the warping windowforce_target_transform_upright(bool): [Read-Write] only allow Yaw in the target transform (remove other rotations before warping)ignore_z_axis(bool): [Read-Write] Whether to ignore the Z component of the translation. Z motion will remain untouchedplay_rate(float): [Read-Write] Current play rate of the animationprevious_position(float): [Read-Write] Previous playback time of the animationrotation_method(MotionWarpRotationMethod): [Read-Write] The method of rotation to userotation_type(MotionWarpRotationType): [Read-Write] Whether rotation should be warp to match the rotation of the sync point or to face the sync pointrotation_warping_curve(PrecomputedWarpCurve): [Read-Write]separate_translation_curves(bool): [Read-Write]start_time(float): [Read-Write] Start time of the warping windowstart_transform(Transform): [Read-Write] Character owner transform at the time this modifier becomes activesteering_settings(PrecomputedWarpSteeringSettings): [Read-Write]subtract_remaining_root_motion(bool): [Read-Write] Should root motion after this notify state be subtracted from warp target transform.This means actor will arrive at warp target transform when the animation finishes, not when the notify ends
total_root_motion_within_window(Transform): [Read-Write] Total root motion within the warping windowtranslation_warping_curve(PrecomputedWarpCurve): [Read-Write]translation_warping_curve_in_movement_direction(PrecomputedWarpCurve): [Read-Write] curve for warping translation in direction of movementtranslation_warping_curve_out_of_movement_direction(PrecomputedWarpCurve): [Read-Write]update_mode(PrecomputedWarpUpdateMode): [Read-Write]warp_max_rotation_rate(float): [Read-Write] Maximum rotation rate in degrees/sec. Will be the value used in constant rotation ratewarp_point_anim_bone_name(Name): [Read-Write] TODO:: Hide from the UI when Target != Bonewarp_point_anim_provider(WarpPointAnimProvider): [Read-Write]warp_point_anim_transform(Transform): [Read-Write] TODO:: Hide from the UI when Target != Staticwarp_rotation(bool): [Read-Write] Whether to warp the rotation component of the root motionwarp_rotation_time_multiplier(float): [Read-Write] Allow to modify how fast the rotation is warped. e.g if the window duration is 2sec and this is 0.5, the target rotation will be reached in 1sec instead of 2secwarp_target_name(Name): [Read-Write] Name used to find the warp target for this modifierwarp_to_feet_location(bool): [Read-Write] Whether we warp the actors location or their foot location to the warp targetwarp_translation(bool): [Read-Write] Whether to warp the translation component of the root motionweight(float): [Read-Write] Current blend weight of the animation