unreal.AnimGraphLibrary?

class unreal.AnimGraphLibrary(outer=None, name='None')?

Bases: unreal.BlueprintFunctionLibrary

A library of the most common animation blueprint functions.

C++ Source:

  • Module: AnimGraphRuntime
  • File: KismetAnimationLibrary.h
classmethod calculate_velocity_from_position_history(delta_seconds, position, history, number_of_samples, velocity_min, velocity_max) -> (float, history=PositionHistory)?

This function calculates the velocity of a position changing over time. You need to hook up a valid PositionHistory variable to this for storage.

Parameters:
  • delta_seconds (float) – The time passed in seconds
  • position (Vector) – The position to track over time.
  • history (PositionHistory) – The history to use for storage.
  • number_of_samples (int32) – The number of samples to use for the history. The higher the number of samples - the smoother the velocity changes.
  • velocity_min (float) – The minimum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)
  • velocity_max (float) – The maximum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)
Returns:

history (PositionHistory):

Return type:

PositionHistory

classmethod calculate_velocity_from_sockets(delta_seconds, component, socket_or_bone_name, reference_socket_or_bone, socket_space, offset_in_bone_space, history, number_of_samples, velocity_min, velocity_max, easing_type, custom_curve) -> (float, history=PositionHistory)?

This function calculates the velocity of an offset position on a bone / socket over time. The bone’s / socket’s motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.

Parameters:
  • delta_seconds (float) – The time passed in seconds
  • component (SkeletalMeshComponent) – The skeletal component to look for the bones / sockets
  • socket_or_bone_name (Name) – The name of the bone / socket to track.
  • reference_socket_or_bone (Name) – The name of the bone / socket to use as a frame of reference (or None if no frame of reference == world space).
  • socket_space (RelativeTransformSpace) – The space to use for the two sockets / bones
  • offset_in_bone_space (Vector) – The relative position in the space of the bone / socket to track over time.
  • history (PositionHistory) – The history to use for storage.
  • number_of_samples (int32) – The number of samples to use for the history. The higher the number of samples - the smoother the velocity changes.
  • velocity_min (float) – The minimum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)
  • velocity_max (float) – The maximum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)
  • easing_type (EasingFuncType) – The easing function to use
  • custom_curve (RuntimeFloatCurve) – The curve to use if the easing type is “Custom”
Returns:

history (PositionHistory):

Return type:

PositionHistory

classmethod direction_between_sockets(component, socket_or_bone_name_from, socket_or_bone_name_to) → Vector?

Computes the direction between two bones / sockets.

Parameters:
  • component (SkeletalMeshComponent) – The skeletal component to look for the sockets / bones within
  • socket_or_bone_name_from (Name) – The name of the first socket / bone
  • socket_or_bone_name_to (Name) – The name of the second socket / bone
Returns:

Return type:

Vector

classmethod distance_between_sockets(component, socket_or_bone_name_a, socket_space_a, socket_or_bone_name_b, socket_space_b, remap_range, range_min, range_max, out_range_min, out_range_max) → float?

Computes the distance between two bones / sockets and can remap the range.

Parameters:
  • component (SkeletalMeshComponent) – The skeletal component to look for the sockets / bones within
  • socket_or_bone_name_a (Name) – The name of the first socket / bone
  • socket_space_a (RelativeTransformSpace) – The space for the first socket / bone
  • socket_or_bone_name_b (Name) – The name of the second socket / bone
  • socket_space_b (RelativeTransformSpace) – The space for the second socket / bone
  • remap_range (bool) – If set to true, the distance will be remapped using the range parameters
  • range_min (float) – The minimum for the input range (commonly == 0.0)
  • range_max (float) – The maximum for the input range (the max expected distance)
  • out_range_min (float) – The minimum for the output range (commonly == 0.0)
  • out_range_max (float) – The maximum for the output range (commonly == 1.0)
Returns:

Return type:

float

classmethod k2_end_profiling_timer(log=True, log_prefix="") → float?

This function ends measuring a profiling bracket and optionally logs the result The time spent in milliseconds:

Parameters:
  • log (bool) – If set to true the result is logged to the OutputLog
  • log_prefix (str) – A prefix to use for the log
Returns:

Return type:

float

classmethod k2_start_profiling_timer() → None?

This function starts measuring the time for a profiling bracket

classmethod look_at(current_transform, target_position, look_at_vector, use_up_vector, up_vector, clamp_cone_in_degree) → Transform?

Computes the transform which is “looking” at target position with a local axis.

Parameters:
  • current_transform (Transform) – The input transform to modify
  • target_position (Vector) – The position this transform should look at
  • look_at_vector (Vector) – The local vector to align with the target
  • use_up_vector (bool) – If set to true the lookat will also perform a twist rotation
  • up_vector (Vector) – The position to use for the upvector target (only used is bUseUpVector is turned on)
  • clamp_cone_in_degree (float) – A limit for only allowing the lookat to rotate as much as defined by the float value
Returns:

Return type:

Transform

classmethod make_float_from_perlin_noise(value, range_out_min, range_out_max) → float?

This function creates perlin noise for a single float and then range map to RangeOut

Parameters:
  • value (float) – The input value for the noise function
  • range_out_min (float) – The minimum for the output range
  • range_out_max (float) – The maximum for the output range
Returns:

Return type:

float

classmethod make_vector_from_perlin_noise(x, y, z, range_out_min_x, range_out_max_x, range_out_min_y, range_out_max_y, range_out_min_z, range_out_max_z) → Vector?

This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ

Parameters:
  • x (float) – The x component for the input position of the noise
  • y (float) – The y component for the input position of the noise
  • z (float) – The z component for the input position of the noise
  • range_out_min_x (float) – The minimum for the output range for the x component
  • range_out_max_x (float) – The maximum for the output range for the x component
  • range_out_min_y (float) – The minimum for the output range for the y component
  • range_out_max_y (float) – The maximum for the output range for the y component
  • range_out_min_z (float) – The minimum for the output range for the z component
  • range_out_max_z (float) – The maximum for the output range for the z component
Returns:

Return type:

Vector

classmethod two_bone_ik(root_pos, joint_pos, end_pos, joint_target, effector, allow_stretching, start_stretch_ratio, max_stretch_scale) -> (out_joint_pos=Vector, out_end_pos=Vector)?

Computes the transform for two bones using inverse kinematics.

Parameters:
  • root_pos (Vector) – The input root position of the two bone chain
  • joint_pos (Vector) – The input center (elbow) position of the two bone chain
  • end_pos (Vector) – The input end (wrist) position of the two bone chain
  • joint_target (Vector) – The IK target for the write to reach
  • effector (Vector) – The position of the target effector for the IK Chain.
  • allow_stretching (bool) – If set to true the bones are allowed to stretch
  • start_stretch_ratio (float) – The ratio at which the bones should start to stretch. The higher the value, the later the stretching wil start.
  • max_stretch_scale (float) – The maximum multiplier for the stretch to reach.
Returns:

out_joint_pos (Vector): The resulting position for the center (elbow)

out_end_pos (Vector): The resulting position for the end (wrist)

Return type:

tuple