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AnimationNodeBlendTree
Table of contents

AnimationNodeBlendTree #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

A sub-tree of many type AnimationNodes used for complex animations. Used by AnimationTree.

This animation node may contain a sub-tree of any other type animation nodes, such as AnimationNodeTransition, AnimationNodeBlend2, AnimationNodeBlend3, AnimationNodeOneShot, etc. This is one of the most commonly used animation node roots.

An AnimationNodeOutput node named output is created by default.

Members #

var graph_offset: Vector2 = Vector2(0, 0)#

The global offset of all sub animation nodes.

Methods #

func add_node(position: Vector2 = Vector2(0, 0)) -> void#

Adds an AnimationNode at the given position. The name is used to identify the created sub animation node later.

func connect_node(output_node: StringName) -> void#

Connects the output of an AnimationNode as input for another AnimationNode, at the input port specified by input_index.

func disconnect_node(input_index: int) -> void#

Disconnects the animation node connected to the specified input.

const func get_node(name: StringName) -> AnimationNode#

Returns the sub animation node with the specified name.

const func get_node_position(name: StringName) -> Vector2#

Returns the position of the sub animation node with the specified name.

const func has_node(name: StringName) -> bool#

Returns true if a sub animation node with specified name exists.

func remove_node(name: StringName) -> void#

Removes a sub animation node.

func rename_node(new_name: StringName) -> void#

Changes the name of a sub animation node.

func set_node_position(position: Vector2) -> void#

Modifies the position of a sub animation node.

Annotations #

Constants #

const CONNECTION_OK = 0#

The connection was successful.

const CONNECTION_ERROR_NO_INPUT = 1#

The input node is null.

const CONNECTION_ERROR_NO_INPUT_INDEX = 2#

The specified input port is out of range.

const CONNECTION_ERROR_NO_OUTPUT = 3#

The output node is null.

const CONNECTION_ERROR_SAME_NODE = 4#

Input and output nodes are the same.

const CONNECTION_ERROR_CONNECTION_EXISTS = 5#

The specified connection already exists.

Constructors #

Enums #

Notifications#

enum { CONNECTION_OK = 0, CONNECTION_ERROR_NO_INPUT = 1, CONNECTION_ERROR_NO_INPUT_INDEX = 2, CONNECTION_ERROR_NO_OUTPUT = 3, CONNECTION_ERROR_SAME_NODE = 4, CONNECTION_ERROR_CONNECTION_EXISTS = 5, }

Operators #

Signals #

signal node_changed(node_name: StringName)#

Emitted when the input port information is changed.

Theme Items #

Tutorials #