unreal.AnimNode_CopyPoseFromMesh
¶
- class unreal.AnimNode_CopyPoseFromMesh(source_mesh_component: SkeletalMeshComponent = Ellipsis, use_attached_parent: bool = False, copy_curves: bool = False, copy_custom_attributes: bool = False, use_mesh_pose: bool = False, root_bone_to_copy: Name = 'None')¶
Bases:
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 contains curve attributescopy_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: bool¶
[Read-Write] Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains curve attributes
- Type:
(bool)
- property copy_custom_attributes: bool¶
[Read-Write] Copy custom attributes from SouceMeshComponent
- Type:
(bool)
- property root_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)
- Type:
(Name)
- property source_mesh_component: SkeletalMeshComponent¶
[Read-Write] This is used by default if it’s valid
- Type: