unreal.AnimBlueprintFactory¶
- class unreal.AnimBlueprintFactory(outer=None, name='None')¶
Bases:
unreal.FactoryAnim Blueprint Factory
C++ Source:
Module: UnrealEd
File: AnimBlueprintFactory.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task(AssetImportTask): [Read-Write] Asset Import Task: Task for importing file via script interfacesautomated_import_data(AutomatedAssetImportData): [Read-Write] Automated Import Data: Data for how to import files via the automated command line importing interfaceblueprint_type(BlueprintType): [Read-Write] Blueprint Type: The type of blueprint that will be createdcontext_class(type(Class)): [Read-Write] Context Class: Class of the context object used to help create the object.create_new(bool): [Read-Write] Create New: The default value to return from CanCreateNew()edit_after_new(bool): [Read-Write] Edit After New: true if the associated editor should be opened after creating a new object.editor_import(bool): [Read-Write] Editor Import: true if the factory imports objects from files.formats(Array(str)): [Read-Write] Formats: List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.parent_class(type(Class)): [Read-Write] Parent Class: The parent class of the created blueprintpreview_skeletal_mesh(SkeletalMesh): [Read-Write] Preview Skeletal Mesh: The preview mesh to use with this animation blueprintsupported_class(type(Class)): [Read-Write] Supported Class: The class manufactured by this factory.target_skeleton(Skeleton): [Read-Write] Target Skeleton: The kind of skeleton that animation graphs compiled from the blueprint will animatetemplate(bool): [Read-Write] Template: Whether the created blueprint should be a template with no target skeletontext(bool): [Read-Write] Text: true if the factory imports objects from text.