unreal.AnimMontage
¶
- class unreal.AnimMontage(outer=None, name='None')¶
Bases:
unreal.AnimCompositeBase
Any property you’re adding to AnimMontage and parent class has to be considered for Child Asset
Child Asset is considered to be only asset mapping feature using everything else in the class
For example, you can just use all parent’s setting for the montage, but only remap assets
This isn’t magic bullet unfortunately and it is consistent effort of keeping the data synced with parent
If you add new property, please make sure those property has to be copied for children.
If it does, please add the copy in the function RefreshParentAssetData
C++ Source:
Module: Engine
File: AnimMontage.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table
(AssetMappingTable): [Read-Only] Asset mapping table when ParentAsset is setasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetblend_in
(AlphaBlend): [Read-Write] Blend in option.blend_out
(AlphaBlend): [Read-Write] Blend out option. This is only used when it blends out itself. If it’s interrupted by other montages, it will use new montage’s BlendIn option to blend out.blend_out_trigger_time
(float): [Read-Write] Time from Sequence End to trigger blend out. <0 means using BlendOutTime, so BlendOut finishes as Montage ends. >=0 means using ‘SequenceEnd - BlendOutTriggerTime’ to trigger blend out.enable_auto_blend_out
(bool): [Read-Write] When it hits end, it automatically blends out. If this is false, it won’t blend out but keep the last pose until stopped explicitlymeta_data
(Array(AnimMetaData)): [Read-Write] Meta data that can be saved with the assetYou can query by GetMetaData function
parent_asset
(AnimationAsset): [Read-Only] Parent Asset, if set, you won’t be able to edit any data in here but just mapping tableDuring cooking, this data will be used to bake out to normal asset
preview_base_pose
(AnimSequence): [Read-Write] Preview Base pose for additive BlendSpace *preview_pose_asset
(PoseAsset): [Read-Write] The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// todo:: note that this doesn’t retarget right nowrate_scale
(float): [Read-Write] Number for tweaking playback rate of this animation globally.sequence_length
(float): [Read-Only] Length (in seconds) of this AnimSequence if played back with a speed of 1.0.skeleton
(Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .sync_group
(Name): [Read-Write] If you’re using marker based sync for this montage, make sure to add sync group name. For now we only support one groupsync_slot_index
(int32): [Read-Write] wip: until we have UI workingthumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail renderingtime_stretch_curve
(TimeStretchCurve): [Read-Write] Time Stretch Curvetime_stretch_curve_name
(Name): [Read-Write] Name of optional TimeStretchCurveName to look for in Montage.