unreal.AnimMontage
¶
- class unreal.AnimMontage(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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_mode_in
(MontageBlendMode): [Read-Write]blend_mode_out
(MontageBlendMode): [Read-Write]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.blend_profile_in
(BlendProfile): [Read-Write] The blend profile to use.blend_profile_out
(BlendProfile): [Read-Write] The blend profile to use.common_target_frame_rate
(FrameRate): [Read-Only] Frame-rate used to represent this Animation Montage (best fitting for placed Animation Sequences)controller
(AnimationDataController): [Read-Only] UAnimDataController instance set to operate on DataModeldata_model
(AnimDataModel): [Read-Only]data_model_interface
(AnimationDataModel): [Read-Only] IAnimationDataModel instance containing (source) animation dataenable_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 explicitlyloop
(bool): [Read-Write] The default looping behavior of this animation. Asset players can override thismeta_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]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] Index of the slot track used for collecting sync markersthumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail renderingtime_stretch_curve
(TimeStretchCurve): [Read-Write] Time stretch curve will only be used when the montage has a non-default play ratetime_stretch_curve_name
(Name): [Read-Write] Name of optional TimeStretchCurveName to look for in Montage. Time stretch curve will only be used when the montage has a non-default play rate
- property blend_mode_in: MontageBlendMode¶
[Read-Only]
- Type:
- property blend_mode_out: MontageBlendMode¶
[Read-Only]
- Type:
- property blend_profile_in: BlendProfile¶
[Read-Only] The blend profile to use.
- Type:
- property blend_profile_out: BlendProfile¶
[Read-Only] The blend profile to use.
- Type:
- classmethod create_slot_animation_as_dynamic_montage_with_blend_settings(asset, slot_node_name, blend_in_settings, blend_out_settings, play_rate=1.000000, loop_count=1, blend_out_trigger_time=-1.000000) AnimMontage ¶
Utility function to create dynamic montage from AnimSequence with blend in settings
- Parameters:
asset (AnimSequenceBase) –
slot_node_name (Name) –
blend_in_settings (MontageBlendSettings) –
blend_out_settings (MontageBlendSettings) –
play_rate (float) –
loop_count (int32) –
blend_out_trigger_time (float) –
- Return type:
- get_blend_in_args() AlphaBlendArgs ¶
Get Blend in Args
- Return type:
- get_blend_out_args() AlphaBlendArgs ¶
Get Blend Out Args
- Return type:
- get_group_name() Name ¶
Get the Montage’s Group Name. This is the group from the first slot.
- Return type:
- get_num_sections() int32 ¶
Returns the number of sections this montage has
- Return type:
int32
- get_section_index(section_name) int32 ¶
Get SectionIndex from SectionName. Returns INDEX_None if not found
- Parameters:
section_name (Name) –
- Return type:
int32
- get_section_name(section_index) Name ¶
Get SectionName from SectionIndex. Returns NAME_None if not found
- Parameters:
section_index (int32) –
- Return type: