unreal.AnimationSettings

class unreal.AnimationSettings(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: DeveloperSettings

Default animation settings.

C++ Source:

  • Module: Engine

  • File: AnimationSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attribute_blend_modes (Map[Name, CustomAttributeBlendType]): [Read-Write] Attribute Blend Modes: Animation Attribute specific blend types (by name)

  • bone_custom_attributes_names (Array[CustomAttributeSetting]): [Read-Write] Bone Custom Attributes Names: List of animation attribute names to import directly on their corresponding bone names. The meaning field allows to contextualize the attribute name and customize tooling for it.

  • bone_names_with_custom_attributes (Array[str]): [Read-Write] Bone Names with Custom Attributes: List of bone names for which all animation attributes are directly imported on the bone.

  • bone_timecode_custom_attribute_name_settings (TimecodeCustomAttributeNameSettings): [Read-Write] Bone Timecode Custom Attribute Name Settings: Names that identify bone animation attributes representing the individual components of a timecode and a subframe along with a take name.

    These will be included in the list of bone custom attribute names to import.

  • compress_commandlet_version (int32): [Read-Only] Compress Commandlet Version: Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompressed

  • default_attribute_blend_mode (CustomAttributeBlendType): [Read-Write] Default Attribute Blend Mode: Default Animation Attribute blend type

  • enable_performance_log (bool): [Read-Write] Enable Performance Log: If true, recompression will log performance information

  • first_recompress_using_current_or_default (bool): [Read-Write] First Recompress Using Current or Default: If true, then the animation will be first recompressed with it’s current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as “Run Current Default Compressor”

  • force_below_threshold (bool): [Read-Write] Force Below Threshold: If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold

  • force_recompression (bool): [Read-Write] Force Recompression: If true, this will forcibly recompress every animation, this should not be checked in enabled

  • key_end_effectors_match_name_array (Array[str]): [Read-Write] Key End Effectors Match Name Array: List of bone names to treat with higher precision, in addition to any bones with sockets

  • mirror_find_replace_expressions (Array[MirrorFindReplaceExpression]): [Read-Write] Mirror Find Replace Expressions: Find and Replace Expressions used for mirroring

  • raise_max_error_to_existing (bool): [Read-Write] Raise Max Error to Existing

  • strip_animation_data_on_dedicated_server (bool): [Read-Write] Strip Animation Data on Dedicated Server: If true, animation track data will be stripped from dedicated server cooked data

  • tick_animation_on_skeletal_mesh_init (bool): [Read-Write] Tick Animation on Skeletal Mesh Init: If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init

  • transform_attribute_names (Array[str]): [Read-Write] Transform Attribute Names: Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards)

  • user_defined_struct_attributes (Array[UserDefinedStruct]): [Read-Write] User Defined Struct Attributes: Register user defined structs as animation attributes

get_bone_custom_attribute_names_to_import() Array[str]
Gets the complete list of bone animation attribute names to consider for import.

This includes the designated timecode animation attributes as well as other bone animation attributes identified in the settings.

Return type:

Array[str]