unreal.AnimationModifiersAssetUserData

class unreal.AnimationModifiersAssetUserData(outer: Object | None = None, name: Name | str = 'None')

Bases: AssetUserData

Asset user data which can be added to a USkeleton or UAnimSequence to keep track of Animation Modifiers

C++ Source:

  • Module: AnimationModifiers

  • File: AnimationModifiersAssetUserData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • animation_modifier_instances (Array[AnimationModifier]): [Read-Write]

  • applied_modifiers (Map[SoftObjectPath, AnimationModifier]): [Read-Write] Animation modifiers APPLIED on the owning animation sequence

    • Key = Modifier in AnimationModifierInstances of owning animation sequence or skeleton

    • Value = Modifier instance applied

    Applied modifier instances stores (Properties, RevisionGuid, …) at Apply Time Which are not visible or editable from user interface

    In contrast, modifiers in AnimationModifierInstances are objects displayed at the Animation Data Modifier window Where Properties are displayed for user editing anytime

    Note, Modifier on Skeleton (MoS) applied instances are stored on each animation sequence’s asset user data, instead of the skeleton’s this design is important to enable applied modifiers can be reverted for each sequence also ensure applying MoS (when [re]importing animation) will not affect the skeleton asset

    The only time MoS stores an applied instance here is upgrading from previous version The “UAnimationModifier::PreviouslyAppliedModifier_DEPRECATED” data will be migrated here To support proper revert for them For more compatibility handling, check UAnimationModifier::PostLoad() and GetAppliedModifier()

classmethod add_animation_modifier_of_class(animation_sequence_base, modifier_class) bool

Add Animation Modifier Of Class

Parameters:
Return type:

bool

property animation_modifier_instances: None

[Read-Only]

Type:

(Array[AnimationModifier])

property applied_modifiers: None

[Read-Only] Animation modifiers APPLIED on the owning animation sequence

  • Key = Modifier in AnimationModifierInstances of owning animation sequence or skeleton

  • Value = Modifier instance applied

Applied modifier instances stores (Properties, RevisionGuid, …) at Apply Time Which are not visible or editable from user interface

In contrast, modifiers in AnimationModifierInstances are objects displayed at the Animation Data Modifier window Where Properties are displayed for user editing anytime

Note, Modifier on Skeleton (MoS) applied instances are stored on each animation sequence’s asset user data, instead of the skeleton’s this design is important to enable applied modifiers can be reverted for each sequence also ensure applying MoS (when [re]importing animation) will not affect the skeleton asset

The only time MoS stores an applied instance here is upgrading from previous version The “UAnimationModifier::PreviouslyAppliedModifier_DEPRECATED” data will be migrated here To support proper revert for them For more compatibility handling, check UAnimationModifier::PostLoad() and GetAppliedModifier()

Type:

(Map[SoftObjectPath, AnimationModifier])