unreal.RotationRetargetingInfo¶
- class unreal.RotationRetargetingInfo¶
Bases:
StructBaseThe FRotationRetargetingInfo is used to provide all of the settings required to perform rotational retargeting on a single transform.
C++ Source:
Module: AnimGraphRuntime
File: CommonAnimationTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
clamp(bool): [Read-Write] If set to true the value for the easing will be clamped between 0.0 and 1.0custom_curve(RuntimeFloatCurve): [Read-Write] Custom curve mapping to apply if bApplyCustomCurve is trueeasing_type(EasingFuncType): [Read-Write] The easing to use - pick linear if you don’t want to apply any easingeasing_weight(float): [Read-Write] The amount of easing to apply (value should be 0.0 to 1.0)enabled(bool): [Read-Write] Set to true this enables retargetingflip_easing(bool): [Read-Write] If set to true the interpolation value for the easing will be flipped (1.0 - Value)rotation_component(RotationComponent): [Read-Write] The rotation component to perform retargeting withsource(Transform): [Read-Write] The source transform of the frame of reference. The rotation is made relative to this spacesource_maximum(float): [Read-Write] The maximum value of the source angle in degreessource_minimum(float): [Read-Write] The minimum value of the source angle in degreestarget(Transform): [Read-Write] The target transform to project the rotation. In most cases this is the same as Sourcetarget_maximum(float): [Read-Write] The target value of the target angle in degrees (can be the same as SourceMaximum)target_minimum(float): [Read-Write] The minimum value of the target angle in degrees (can be the same as SourceMinimum)twist_axis(Vector): [Read-Write] In case the rotation component is SwingAngle or TwistAngle this vector is used as the twist axisuse_absolute_angle(bool): [Read-Write] If set to true the angle will be always positive, thus resulting in mirrored rotation both ways