unreal.LevelSequenceAnimSequenceLinkItem

class unreal.LevelSequenceAnimSequenceLinkItem(skel_track_guid: Guid = [], path_to_anim_sequence: SoftObjectPath = Ellipsis, export_transforms: bool = False, export_morph_targets: bool = False, export_attribute_curves: bool = False, export_material_curves: bool = False, interpolation: AnimInterpolationType = Ellipsis, curve_interpolation: RichCurveInterpMode = Ellipsis, record_in_world_space: bool = False, evaluate_all_skeletal_mesh_components: bool = False, include_animation_names: None = [], exclude_animation_names: None = [], warm_up_frames: FrameNumber = Ellipsis, delay_before_start: FrameNumber = Ellipsis, use_custom_time_range: bool = False, custom_start_frame: FrameNumber = Ellipsis, custom_end_frame: FrameNumber = Ellipsis, custom_display_rate: FrameRate = Ellipsis, use_custom_frame_rate: bool = False, custom_frame_rate: FrameRate = Ellipsis)

Bases: StructBase

Link To Anim Sequence that we are linked too.

C++ Source:

  • Module: LevelSequence

  • File: LevelSequenceAnimSequenceLink.h

Editor Properties: (see get_editor_property/set_editor_property)

  • curve_interpolation (RichCurveInterpMode): [Read-Write]

  • custom_display_rate (FrameRate): [Read-Write] Custom display rate, should be set from the movie scene/sequencer display rate

  • custom_end_frame (FrameNumber): [Read-Write] Custom end frame in display rate

  • custom_frame_rate (FrameRate): [Read-Write] Custom frame rate that the anim sequence may have been recorded at

  • custom_start_frame (FrameNumber): [Read-Write] Custom start frame in display rate

  • delay_before_start (FrameNumber): [Read-Write] Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.

  • evaluate_all_skeletal_mesh_components (bool): [Read-Write]

  • exclude_animation_names (Array[str]): [Read-Write] Exclude all animation bones/curves that match this list

  • export_attribute_curves (bool): [Read-Write]

  • export_material_curves (bool): [Read-Write]

  • export_morph_targets (bool): [Read-Write]

  • export_transforms (bool): [Read-Write] From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamically

  • include_animation_names (Array[str]): [Read-Write] Include only the animation bones/curves that match this list

  • interpolation (AnimInterpolationType): [Read-Write]

  • path_to_anim_sequence (SoftObjectPath): [Read-Write]

  • record_in_world_space (bool): [Read-Write]

  • skel_track_guid (Guid): [Read-Write]

  • use_custom_frame_rate (bool): [Read-Write] Whether or not to use custom frame rate or Sequencer display rate

  • use_custom_time_range (bool): [Read-Write] Whether or not to use custom time range

  • warm_up_frames (FrameNumber): [Read-Write] Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.

property curve_interpolation: RichCurveInterpMode

[Read-Write]

Type:

(RichCurveInterpMode)

property custom_display_rate: FrameRate

[Read-Write] Custom display rate, should be set from the movie scene/sequencer display rate

Type:

(FrameRate)

property custom_end_frame: FrameNumber

[Read-Write] Custom end frame in display rate

Type:

(FrameNumber)

property custom_frame_rate: FrameRate

[Read-Write] Custom frame rate that the anim sequence may have been recorded at

Type:

(FrameRate)

property custom_start_frame: FrameNumber

[Read-Write] Custom start frame in display rate

Type:

(FrameNumber)

property delay_before_start: FrameNumber

[Read-Write] Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.

Type:

(FrameNumber)

property evaluate_all_skeletal_mesh_components: bool

[Read-Write]

Type:

(bool)

property exclude_animation_names: None

[Read-Write] Exclude all animation bones/curves that match this list

Type:

(Array[str])

property export_attribute_curves: bool

[Read-Write]

Type:

(bool)

property export_material_curves: bool

[Read-Write]

Type:

(bool)

property export_morph_targets: bool

[Read-Write]

Type:

(bool)

property export_transforms: bool

[Read-Write] From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamically

Type:

(bool)

property include_animation_names: None

[Read-Write] Include only the animation bones/curves that match this list

Type:

(Array[str])

property interpolation: AnimInterpolationType

[Read-Write]

Type:

(AnimInterpolationType)

property path_to_anim_sequence: SoftObjectPath

[Read-Write]

Type:

(SoftObjectPath)

property record_in_world_space: bool

[Read-Write]

Type:

(bool)

property skel_track_guid: Guid

[Read-Write]

Type:

(Guid)

property use_custom_frame_rate: bool

[Read-Write] Whether or not to use custom frame rate or Sequencer display rate

Type:

(bool)

property use_custom_time_range: bool

[Read-Write] Whether or not to use custom time range

Type:

(bool)

property warm_up_frames: FrameNumber

[Read-Write] Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.

Type:

(FrameNumber)