unreal.AnimationModifiersAssetUserData¶
- class unreal.AnimationModifiersAssetUserData(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AssetUserDataAsset 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 sequenceKey = 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:
animation_sequence_base (AnimSequenceBase)
- Return type:
- 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: