class unreal.AnimationStateEntry?

Bases: unreal.StructBase

Animation State Entry

C++ Source:

  • Plugin: AnimationSharing
  • Module: AnimationSharing
  • File: AnimationSharingTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additive (bool): [Read-Write] Whether or not this state is an additive state
  • animation_setups (Array(AnimationSetup)): [Read-Write] Per state animation setup
  • blend_time (float): [Read-Write] Duration of blending when blending to this state
  • maximum_number_of_concurrent_instances (PerPlatformInt): [Read-Write] Number of instances that will be created for this state (platform-specific)
  • next_state (uint8): [Read-Write] State value to which the actors part of an on demand state should be set to when its animation has finished
  • on_demand (bool): [Read-Write] Flag whether or not this state is an on-demand state, this means that we kick off a unique animation when needed
  • requires_curves (bool): [Read-Write] Whether or not this animation requires curves or morphtargets to function correctly for slave components
  • return_to_previous_state (bool): [Read-Write] Flag whether or not we should return to the previous state, only used when this state is an on-demand one
  • set_next_state (bool): [Read-Write] Set Next State
  • state (uint8): [Read-Write] Enum value linked to this state
  • wiggle_time_percentage (float): [Read-Write] Percentage of ‘wiggle’ frames, this is used when we run out of available entries in Components, if one of the on-demand animations has started SequenceLength * WiggleFramePercentage ago or earlier,
    it is used instead of a brand new one