unreal.AnimSequence¶
- class unreal.AnimSequence(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimSequenceBaseAnim Sequence
C++ Source:
Module: Engine
File: AnimSequence.h
Editor Properties: (see get_editor_property/set_editor_property)
additive_anim_type(AdditiveAnimationType): [Read-Write] Additive animation type. *allow_frame_stripping(bool): [Read-Write] Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost.animation_track_names(Array[Name]): [Read-Only]asset_import_data(AssetImportData): [Read-Only] Importing data and options used for this meshasset_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 assetbone_compression_settings(AnimBoneCompressionSettings): [Read-Write] The bone compression settings used to compress bones in this sequence.compression_error_threshold_scale(float): [Read-Write] Set a scale for error threshold on compression. This is useful if the animation will be played back at a different scale (e.g. if you know the animation will be played on an actor/component that is scaled up by a factor of 10, set this value to 10)controller(AnimationDataController): [Read-Only] UAnimDataController instance set to operate on DataModelcurve_compression_settings(AnimCurveCompressionSettings): [Read-Write] The curve compression settings used to compress curves in this sequence.data_model(AnimDataModel): [Read-Only]data_model_interface(AnimationDataModel): [Read-Only] IAnimationDataModel instance containing (source) animation datado_not_override_compression(bool): [Read-Write] Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn’t be changed.enable_root_motion(bool): [Read-Write] If this is on, it will allow extracting of root motion *force_root_lock(bool): [Read-Write] Force Root Bone Lock even if Root Motion is not enabledinterpolation(AnimInterpolationType): [Read-Write] This defines how values between keys are calculated *loop(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
number_of_sampled_frames(int32): [Read-Only]number_of_sampled_keys(int32): [Read-Only]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
per_bone_custom_attribute_data(Array[CustomAttributePerBoneData]): [Read-Only]platform_target_frame_rate(PerPlatformFrameRate): [Read-Only]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.ref_frame_index(int32): [Read-Write] Additve reference frame if RefPoseType == AnimFrame *ref_pose_seq(AnimSequence): [Read-Write] Additive reference animation if it’s relevant - i.e. AnimScaled or AnimFrame *ref_pose_type(AdditiveBasePoseType): [Read-Write] Additive refrerence pose type. Refer above enum typeretarget_source(Name): [Read-Write] Base pose to use when retargetingretarget_source_asset(SkeletalMesh): [Read-Write]root_motion_root_lock(RootMotionRootLock): [Read-Write] Root Bone will be locked to that position when extracting root motion.*sequence_length(float): [Read-Only]skeleton(Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .strip_anim_data_on_dedicated_server(StripAnimDataOnDedicatedServerSettings): [Read-Write] Enum used to decide whether we should strip animation data on dedicated serverthumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail renderinguse_normalized_root_motion_scale(bool): [Read-Write] If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *variable_frame_stripping_settings(VariableFrameStrippingSettings): [Read-Write]
- get_retarget_source_asset() SkeletalMesh¶
Returns the retarget source asset soft object pointer.
- Return type:
- set_retarget_source_asset(retarget_source_asset) None¶
Assigns the passed skeletal mesh to the retarget source
- Parameters:
retarget_source_asset (SkeletalMesh)
- update_retarget_source_asset_data() None¶
Update the retarget data pose from the source, if it exist, else clears the retarget data pose saved in RetargetSourceAssetReferencePose. Warning : This function calls LoadSynchronous at the retarget source asset soft object pointer, so it can not be used at PostLoad