class unreal.AnimNode_BlendListByBool(blend_pose=[], blend_time=[], transition_type=BlendListTransitionType.STANDARD_BLEND, active_value=False)?

Bases: unreal.AnimNode_BlendListBase

This node is effectively a ‘branch’, picking one of two input poses based on an input Boolean value

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_BlendListByBool.h

Editor Properties: (see get_editor_property/set_editor_property)

  • active_value (bool): [Read-Write] Which input should be connected to the output?
  • blend_pose (Array(PoseLink)): [Read-Write] Blend Pose
  • blend_profile (BlendProfile): [Read-Write] Blend Profile
  • blend_time (Array(float)): [Read-Write] Blend Time
  • blend_type (AlphaBlendOption): [Read-Write] Blend Type
  • custom_blend_curve (CurveFloat): [Read-Write] Custom Blend Curve
  • reset_child_on_activation (bool): [Read-Write] This reinitializes child pose when re-activated. For example, when active child changes
  • transition_type (BlendListTransitionType): [Read-Write] Transition Type

(bool) – [Read-Write] Which input should be connected to the output?