unreal.AnimationSettings
¶
- class unreal.AnimationSettings(outer: Object | None = None, name: 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] Animation Attribute specific blend types (by name)bone_custom_attributes_names
(Array[CustomAttributeSetting]): [Read-Write] 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] List of bone names for which all animation attributes are directly imported on the bone.bone_timecode_custom_attribute_name_settings
(TimecodeCustomAttributeNameSettings): [Read-Write] 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] Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompresseddefault_attribute_blend_mode
(CustomAttributeBlendType): [Read-Write] Default Animation Attribute blend typedefault_frame_rate
(FrameRate): [Read-Write] Project specific default frame-rate used when (re)initializing any animation based dataenable_performance_log
(bool): [Read-Write] If true, recompression will log performance informationenforce_supported_frame_rates
(bool): [Read-Write] Whether to enforce the project to only use entries from SupportedFrameRates for the animation assets, if disable will warn insteadfirst_recompress_using_current_or_default
(bool): [Read-Write] 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] 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 thresholdforce_recompression
(bool): [Read-Write] If true, this will forcibly recompress every animation, this should not be checked in enabledkey_end_effectors_match_name_array
(Array[str]): [Read-Write] List of bone names to treat with higher precision, in addition to any bones with socketsmirror_find_replace_expressions
(Array[MirrorFindReplaceExpression]): [Read-Write] Find and Replace Expressions used for mirroringraise_max_error_to_existing
(bool): [Read-Write] , EditAnywhere, Category = Compression deprecated: No longer used.strip_animation_data_on_dedicated_server
(bool): [Read-Write] If true, animation track data will be stripped from dedicated server cooked datatick_animation_on_skeletal_mesh_init
(bool): [Read-Write] If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh inittransform_attribute_names
(Array[str]): [Read-Write] Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards)user_defined_struct_attributes
(Array[UserDefinedStruct]): [Read-Write] Register user defined structs as animation attributes