unreal.IKRetargetBatchOperationInputs

class unreal.IKRetargetBatchOperationInputs(assets_to_retarget: None = [], source_mesh: SkeletalMesh = Ellipsis, target_mesh: SkeletalMesh = Ellipsis, ik_retarget_asset: IKRetargeter = Ellipsis, override_set_names: None = [], search: str = '', replace: str = '', prefix: str = '', suffix: str = '', target_path: str = '', use_source_path: bool = False, include_referenced_assets: bool = False, overwrite_existing_files: bool = False, retain_additive_flags: bool = False)

Bases: StructBase

Input data for running a batch animation retarget. Using a struct allows for future expansion without breaking existing Blueprint nodes.

C++ Source:

  • Plugin: IKRig

  • Module: IKRigEditor

  • File: IKRetargetBatchOperation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • assets_to_retarget (Array[AssetData]): [Read-Write] A list of animation assets to retarget (sequences, blendspaces or montages)

  • ik_retarget_asset (IKRetargeter): [Read-Write] The IK Retargeter asset with IK Rigs appropriate for the source and target skeletal mesh

  • include_referenced_assets (bool): [Read-Write] Whether to retarget animation assets referenced by the AssetsToRetarget

  • override_set_names (Array[Name]): [Read-Write] An array of names of the property override sets to apply to the retarget (must be stored in the IK Retarget Asset)

  • overwrite_existing_files (bool): [Read-Write] Whether to overwrite any existing output files with the same name, or create new files with a unique name

  • prefix (str): [Read-Write] A string to add to the start of the new file name

  • replace (str): [Read-Write] A string to replace with in the file name

  • retain_additive_flags (bool): [Read-Write] Keep the additive animation sequence attributes on the retargeted results. NOTE: results may not be WYSIWYG with the editor, but the behavior should remain intact.

  • search (str): [Read-Write] A string to search for in the file name (replaced with “Replace” string)

  • source_mesh (SkeletalMesh): [Read-Write] The skeletal mesh with desired proportions to playback the assets to retarget

  • suffix (str): [Read-Write] A string to add at the end of the new file name

  • target_mesh (SkeletalMesh): [Read-Write] The skeletal mesh to retarget the animation onto

  • target_path (str): [Read-Write] A string containing the destination path for the retargeted assets. Ignored if bUseSourcePath is set to true.

  • use_source_path (bool): [Read-Write] Place the assets in the same folder as their source location instead of the given target path.

property assets_to_retarget: None

[Read-Write] A list of animation assets to retarget (sequences, blendspaces or montages)

Type:

(Array[AssetData])

property ik_retarget_asset: IKRetargeter

[Read-Write] The IK Retargeter asset with IK Rigs appropriate for the source and target skeletal mesh

Type:

(IKRetargeter)

property include_referenced_assets: bool

[Read-Write] Whether to retarget animation assets referenced by the AssetsToRetarget

Type:

(bool)

property override_set_names: None

[Read-Write] An array of names of the property override sets to apply to the retarget (must be stored in the IK Retarget Asset)

Type:

(Array[Name])

property overwrite_existing_files: bool

[Read-Write] Whether to overwrite any existing output files with the same name, or create new files with a unique name

Type:

(bool)

property prefix: str

[Read-Write] A string to add to the start of the new file name

Type:

(str)

property replace: str

[Read-Write] A string to replace with in the file name

Type:

(str)

property retain_additive_flags: bool

[Read-Write] Keep the additive animation sequence attributes on the retargeted results. NOTE: results may not be WYSIWYG with the editor, but the behavior should remain intact.

Type:

(bool)

property search: str

[Read-Write] A string to search for in the file name (replaced with “Replace” string)

Type:

(str)

property source_mesh: SkeletalMesh

[Read-Write] The skeletal mesh with desired proportions to playback the assets to retarget

Type:

(SkeletalMesh)

property suffix: str

[Read-Write] A string to add at the end of the new file name

Type:

(str)

property target_mesh: SkeletalMesh

[Read-Write] The skeletal mesh to retarget the animation onto

Type:

(SkeletalMesh)

property target_path: str

[Read-Write] A string containing the destination path for the retargeted assets. Ignored if bUseSourcePath is set to true.

Type:

(str)

property use_source_path: bool

[Read-Write] Place the assets in the same folder as their source location instead of the given target path.

Type:

(bool)