unreal.AnimNode_Trail?

class unreal.AnimNode_Trail(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], relaxation_speed_scale=1.0, relaxation_speed_scale_input_processor=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], rotation_offsets=[])?

Bases: unreal.AnimNode_SkeletalControlBase

Trail Controller

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_Trail.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_space_fake_vel (bool): [Read-Write] Whether ‘fake’ velocity should be applied in actor or world space.
  • alpha (float): [Read-Write] Current strength of the skeletal control
  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend
  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled
  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name
  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type
  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias
  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp
  • base_joint (BoneReference): [Read-Write] Base Joint to calculate velocity from. If none, it will use Component’s World Transform. .
  • chain_bone_axis (AxisType): [Read-Write] Axis of the bones to point along trail.
  • chain_length (int32): [Read-Write] Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • debug_life_time (float): [Read-Write] Debug Life Time
  • enable_debug (bool): [Read-Write] Enable Debug in the PIE. This doesn’t work in game
  • fake_velocity (Vector): [Read-Write] ‘Fake’ velocity applied to bones.
  • invert_chain_bone_axis (bool): [Read-Write] Invert the direction specified in ChainBoneAxis.
  • last_bone_rotation_anim_alpha_blend (float): [Read-Write] How to set last bone rotation. It copies from previous joint if alpha is 0.f, or 1.f will use animated pose
    • This alpha dictates the blend between parent joint and animated pose, and how much you’d like to use animated pose for
  • limit_rotation (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.
  • limit_stretch (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.
  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited
  • max_delta_time (float): [Read-Write] To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).
  • planar_limits (Array(AnimPhysPlanarLimit)): [Read-Write] List of available planar limits for this node
  • relaxation_speed_scale (float): [Read-Write] Relaxation Speed Scale
  • relaxation_speed_scale_input_processor (InputScaleBiasClamp): [Read-Write] Relaxation Speed Scale Input Processor
  • reorient_parent_to_child (bool): [Read-Write] Fix up rotation to face child for the parent
  • rotation_limits (Array(RotationLimit)): [Read-Write] Rotation Limits
  • rotation_offsets (Array(Vector)): [Read-Write] Rotation Offsets
  • show_base_motion (bool): [Read-Write] Show Base Motion
  • show_limit (bool): [Read-Write] Show Planar Limits *
  • show_trail_location (bool): [Read-Write] Show Trail Location *
  • stretch_limit (float): [Read-Write] If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
  • trail_bone (BoneReference): [Read-Write] Reference to the active bone in the hierarchy to modify.
  • trail_relaxation_speed (RuntimeFloatCurve): [Read-Write] How quickly we ‘relax’ the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.
  • use_planar_limit (bool): [Read-Write] Whether to evaluate planar limits
relaxation_speed_scale?

(float) – [Read-Write] Relaxation Speed Scale

relaxation_speed_scale_input_processor?

(InputScaleBiasClamp) – [Read-Write] Relaxation Speed Scale Input Processor

rotation_offsets?

(Array(Vector)) – [Read-Write] Rotation Offsets