unreal.MirrorDataTable¶
- class unreal.MirrorDataTable(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataTableAutoExpandCategories = “MirrorDataTable,ImportOptions”
C++ Source:
Module: Engine
File: MirrorDataTable.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data(AssetImportData): [Read-Only] The file this data table was imported from, may be emptybone_scope(MirrorTableBoneRefreshScope): [Read-Write] Determines which bones are updated when refreshing the table from the associated skeleton. Set to ‘Explicit Bone List’ to target only specific bones.ignore_extra_fields(bool): [Read-Write] Set to true to ignore extra fields in the import data, if false it will warn about themignore_missing_fields(bool): [Read-Write] Set to true to ignore any fields that are expected but missing, if false it will warn about themimport_key_field(str): [Read-Write] Explicit field in import data to use as key. If this is empty it uses Name for JSON and the first field found for CSVmirror_axis(AxisType): [Read-Write] Axis to mirror across (X/Y/Z). Use to flip transforms/poses.mirror_find_replace_expressions(Array[MirrorFindReplaceExpression]): [Read-Write] Used to compute the mirror pair of the data table entries.mirror_root_motion(bool): [Read-Write] Used to determine if the root motion attribute should be mirrored when using this mirror data table.preserve_existing_values(bool): [Read-Write] Set to true to preserve existing values for any fields that are expected but missing in the CSV file. If false, missing fields will be populated with default values.row_struct(ScriptStruct): [Read-Only] Structure to use for each row of the table, must inherit from FTableRowBaseskeleton(Skeleton): [Read-Write]strip_from_client_builds(bool): [Read-Write] Set to true to not cook this data table into client builds. Useful for sensitive tables that only servers should know about.