unreal.MotionWarpingTarget
¶
- class unreal.MotionWarpingTarget(name: Name = 'None', location: Vector = Ellipsis, rotation: Rotator = Ellipsis, component: SceneComponent = Ellipsis, bone_name: Name = 'None', follow_component: bool = False)¶
Bases:
StructBase
Represents a point of alignment in the world
C++ Source:
Plugin: MotionWarping
Module: MotionWarping
File: RootMotionModifier.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_name
(Name): [Read-Write] Optional bone name in the component used to calculate the final target transformcomponent
(SceneComponent): [Read-Write] Optional component used to calculate the final target transformfollow_component
(bool): [Read-Write] Whether the target transform calculated from a component and an optional bone should be updated during the warplocation
(Vector): [Read-Write] When the warp target is created from a component this stores the location of the component at the time of creation, otherwise its the location supplied by the username
(Name): [Read-Write] Unique name for this warp targetrotation
(Rotator): [Read-Write] When the warp target is created from a component this stores the rotation of the component at the time of creation, otherwise its the rotation supplied by the user
- property bone_name: Name¶
[Read-Write] Optional bone name in the component used to calculate the final target transform
- Type:
(Name)
- property component: SceneComponent¶
[Read-Write] Optional component used to calculate the final target transform
- Type:
- property follow_component: bool¶
[Read-Write] Whether the target transform calculated from a component and an optional bone should be updated during the warp
- Type:
(bool)