unreal.AnimNode_CopyPoseFromMesh
¶
- class unreal.AnimNode_CopyPoseFromMesh(source_mesh_component=None, use_attached_parent=False, copy_curves=False, copy_custom_attributes=False, use_mesh_pose=False, root_bone_to_copy='None')¶
Bases:
unreal.AnimNode_Base
Simple controller to copy a bone’s transform to another one.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_CopyPoseFromMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
copy_curves
(bool): [Read-Write] Copy curves also from SouceMeshComponent. This will copy the curves if this instance also containscopy_custom_attributes
(bool): [Read-Write] Copy custom attributes from SouceMeshComponentroot_bone_to_copy
(Name): [Read-Write] If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)source_mesh_component
(SkeletalMeshComponent): [Read-Write] This is used by default if it’s validuse_attached_parent
(bool): [Read-Write] If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a sourceuse_mesh_pose
(bool): [Read-Write] Use root space transform to copy to the target pose. By default, it copies their relative transform (bone space)
- property copy_curves¶
[Read-Write] Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains
- Type
(bool)
- property copy_custom_attributes¶
[Read-Write] Copy custom attributes from SouceMeshComponent
- Type
(bool)
- property root_bone_to_copy¶
[Read-Write] If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)
- Type
(Name)
- property source_mesh_component¶
[Read-Write] This is used by default if it’s valid
- Type