unreal.AnimStreamable
¶
- class unreal.AnimStreamable(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimSequenceBase
Anim Streamable
C++ Source:
Module: Engine
File: AnimStreamable.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 assetbone_compression_settings
(AnimBoneCompressionSettings): [Read-Write] The bone compression settings used to compress bones in this sequence.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 dataenable_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
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_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.retarget_source
(Name): [Read-Write] Base pose to use when retargetingroot_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 .thumbnail_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) *