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Transition

from pyunreal.anim import Transition

Represents a directional transition between two states in an AnimBP state machine. Transitions are lightweight, name-based references -- they identify the edge by its source state, destination state, and parent state machine.

Transition instances are returned by State.transition_to() and State.auto_transition_to().

Requires: MCA Editor plugin.


Properties

All properties are read-only.

Property Type Description
from_state str Name of the source state
to_state str Name of the destination state
crossfade float Crossfade duration in seconds
state_machine StateMachine The parent state machine
t = idle.transition_to(walk, crossfade=0.2)
print(t.from_state)     # 'Idle'
print(t.to_state)       # 'Walk'
print(t.crossfade)      # 0.2
print(t.state_machine)  # <StateMachine 'Locomotion'>

Methods

set_auto_rule()

transition.set_auto_rule(trigger_time=0.0)

Set an automatic transition rule based on remaining animation time. When the source state's animation has less than trigger_time seconds remaining, the transition fires automatically.

Parameter Type Default Description
trigger_time float 0.0 Seconds of remaining time to trigger at

Returns: self (for method chaining).

Raises: InvalidOperationError if the operation fails.

# Create transition, then add auto rule
t = idle.transition_to(walk, crossfade=0.2)
t.set_auto_rule(trigger_time=0.5)

# Method chaining
idle.transition_to(walk, crossfade=0.2).set_auto_rule(trigger_time=0.5)

String Representation

t = idle.transition_to(walk, crossfade=0.2)
print(repr(t))  # <Transition Idle -> Walk (crossfade: 0.20s)>

See Also