unreal.AssemblyAssociatedAssetDesc¶
- class unreal.AssemblyAssociatedAssetDesc(asset_class: Class = Ellipsis, asset_name: TemplateString = Ellipsis, relative_path: TemplateString = Ellipsis, template_asset: Object = Ellipsis, created_asset: Object = Ellipsis, asset_id: Guid = [], label: Name = 'None', should_create: bool = False)¶
Bases:
StructBaseDefines an additional asset that should be created alongside an assembly. These definitions are configured by the Schema.
C++ Source:
Plugin: CinematicAssemblyTools
Module: CineAssemblyTools
File: CineAssembly.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_class(Class): [Read-Write] The class of asset to createasset_id(Guid): [Read-Write] Stable identifier for this definitionasset_name(TemplateString): [Read-Write] The template name for the associated assetcreated_asset(Object): [Read-Write] Reference to the asset created from this definition (populated after the asset is created)label(Name): [Read-Write] Semantic label for identifying this associated assetrelative_path(TemplateString): [Read-Write] The path relative to the assembly root where this asset should be createdshould_create(bool): [Read-Write] If true, the CineAssembly factory will create an asset for this descriptor. If false, it is skipped.template_asset(Object): [Read-Write] Template asset that will be duplicated when creating an asset for this descriptor. If null, a new asset of type AssetClass will be created.
- property asset_name: TemplateString¶
[Read-Only] The template name for the associated asset
- Type:
- property created_asset: Object¶
[Read-Only] Reference to the asset created from this definition (populated after the asset is created)
- Type:
(Object)
- property relative_path: TemplateString¶
[Read-Only] The path relative to the assembly root where this asset should be created
- Type: