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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'Chooser Player Settings' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | Chooser Player Settings |
Outputs
| Type | Name | Description |
|---|---|---|
| boolean | Mirror | Set this value to mirror animations - the MirrorDataTable must also be set on the AnimNode |
| real | Start Time | Start offset when starting the Animation Asset |
| boolean | Force Looping | Loop the animation asset, even if the asset is not set as looping |
| real | Playback Rate | playback rate modifier |
| struct | Curve Overrides | List of curve values to set |
| real | Blend Time | |
| object | Blend Profile | Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character's bones. It could be used to differentiate between upper body and lower body to blend timing. |
| enum | Blend Option | How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out. |
| boolean | Use Inertial Blend | |
| boolean | Force Blend To | Experimental, this feature might be removed without warning, not for production use |
| real | Min Delta Time To Force Blend To | Experimental, this feature might be removed without warning, not for production usethe chooser player will continue playing an asset previously selected at time "PreviousStartTime", integrating it by the simulation "DeltaSeconds",unless the current "StartTime" is far away "MinDeltaTimeToForceBlendTo" from "PreviousStartTime":if |PreviousStartTime - StartTime| > MinDeltaTimeToForceBlendTo then bForceBlendTo = true and the chooser player will ask blend stack to blend to the same asset at a different "StartTime" |