unreal.ExportLevelSequenceSettings¶
- class unreal.ExportLevelSequenceSettings(overwrite_assets: bool = False, curve_interpolation: RichCurveInterpMode = Ellipsis, remove_redundant_keys: bool = False, target_meta_human_class: Blueprint = Ellipsis, export_audio_track: bool = False, export_camera: bool = False)¶
Bases:
StructBaseExport Level Sequence Settings
C++ Source:
Plugin: MetaHuman
Module: MetaHumanBatchProcessor
File: MetaHumanSpeechProcessingSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
curve_interpolation(RichCurveInterpMode): [Read-Write] This defines how values between keys are calculated for curvesexport_audio_track(bool): [Read-Write] Option to export the audio track in the level sequenceexport_camera(bool): [Read-Write] Option to export the camera track in the level sequenceoverwrite_assets(bool): [Read-Write] Option to override existing output assets. Otherwise, a unique asset name is generated by appending a number at the end of the asset nameremove_redundant_keys(bool): [Read-Write] Whether or not to remove redundant keys, default to truetarget_meta_human_class(Blueprint): [Read-Write] Target actor to be spawned in the exported level sequence
- property curve_interpolation: RichCurveInterpMode¶
[Read-Write] This defines how values between keys are calculated for curves
- Type:
- property export_audio_track: bool¶
[Read-Write] Option to export the audio track in the level sequence
- Type:
(bool)
- property export_camera: bool¶
[Read-Write] Option to export the camera track in the level sequence
- Type:
(bool)
- property overwrite_assets: bool¶
[Read-Write] Option to override existing output assets. Otherwise, a unique asset name is generated by appending a number at the end of the asset name
- Type:
(bool)