class unreal.AnimNode_PoseDriver(ignore_for_relevancy_test=False, blend_weight=0.0, internal_time_accumulator=0.0, pose_asset=None, source_pose=[])?

Bases: unreal.AnimNode_PoseHandler

RBF based orientation driver

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_PoseDriver.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_weight (float): [Read-Write] Last encountered blendweight for this node
  • drive_output (PoseDriverOutput): [Read-Write] Whether we should drive poses or curves
  • drive_source (PoseDriverSource): [Read-Write] Which part of the transform is read
  • eval_space_bone (BoneReference): [Read-Write] Optional other bone space to use when reading SourceBone transform. If not specified, we just use local space of SourceBone (ie relative to parent bone)
  • ignore_for_relevancy_test (bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this node
  • internal_time_accumulator (float): [Read-Write] Accumulated time used to reference the asset in this node
  • only_drive_bones (Array(BoneReference)): [Read-Write] If bFilterDrivenBones is specified, only these bones will be modified by this node
  • only_drive_selected_bones (bool): [Read-Write] If we should filter bones to be driven using the DrivenBonesFilter array
  • pose_asset (PoseAsset): [Read-Write] The animation sequence asset to evaluate
  • pose_targets (Array(PoseDriverTarget)): [Read-Write] Targets used to compare with current pose and drive morphs/poses
  • rbf_params (RBFParams): [Read-Write] Parameters used by RBF solver
  • source_bones (Array(BoneReference)): [Read-Write] Bone to use for driving parameters based on its orientation
  • source_pose (PoseLink): [Read-Write] Bones to use for driving parameters based on their transform

(PoseLink) – [Read-Write] Bones to use for driving parameters based on their transform