unreal.AnimationAsset
¶
- class unreal.AnimationAsset(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Animation Asset
C++ Source:
Module: Engine
File: AnimationAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table
(AssetMappingTable): [Read-Only] Asset Mapping Table: Asset mapping table when ParentAsset is setasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetmeta_data
(Array[AnimMetaData]): [Read-Write] Meta Data: Meta data that can be saved with the assetYou can query by GetMetaData function
parent_asset
(AnimationAsset): [Read-Only] Parent Asset: 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] Preview Pose Asset: 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 nowskeleton
(Skeleton): [Read-Only] Skeleton: Pointer to the Skeleton this asset can be played on .thumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering
- create_attribute_identifier(attribute_name, bone_name, attribute_type, validate_exists_on_asset=False) AnimationAttributeIdentifier ¶
Constructs a valid FAnimationAttributeIdentifier instance. Ensuring that the underlying BoneName exists on the Skeleton for the provided AnimationAsset.
- Parameters:
attribute_name (Name) – Name of the attribute
bone_name (Name) – Name of the bone this attribute should be attributed to
attribute_type (ScriptStruct) – Type of the underlying data (to-be) stored by this attribute
validate_exists_on_asset (bool) – Whether or not the attribute should exist on the AnimationAsset. False by default.
- Returns:
Valid FAnimationCurveIdentifier if the operation was successful
- Return type:
- get_skeleton() Skeleton ¶
- Returns:
The target USkeleton for the provided UAnimationAsset
- Return type:
- set_preview_skeletal_mesh(preview_mesh) None ¶
Sets or updates the preview skeletal mesh
- Parameters:
preview_mesh (SkeletalMesh) –