unreal.MovieSceneStitchAnimSection

class unreal.MovieSceneStitchAnimSection(outer: Object | None = None, name: Name | str = 'None')

Bases: MovieSceneSection

Handles generating and playing back transitional skeletal animations from a stitch database.

C++ Source:

  • Plugin: MovieScenePoseSearchTracks

  • Module: MovieScenePoseSearchTracks

  • File: MovieSceneStitchAnimSection.h

Editor Properties: (see get_editor_property/set_editor_property)

  • authoritative_root_motion (bool): [Read-Write]

  • color_tint (Color): [Read-Write] The color tint for this section

  • condition_container (MovieSceneConditionContainer): [Read-Write] Optional dynamic condition for whether this section evaluates at runtime.

  • easing (MovieSceneEasingSettings): [Read-Write]

  • eval_options (MovieSceneSectionEvalOptions): [Read-Write]

  • is_active (bool): [Read-Write] Toggle whether this section is active/inactive

  • is_locked (bool): [Read-Write] Toggle whether this section is locked/unlocked

  • mixed_animation_priority (int32): [Read-Write]

  • mixed_animation_target (InstancedStruct): [Read-Write]

  • post_roll_frames (FrameNumber): [Read-Write] The amount of time to continue ‘postrolling’ this section for after evaluation has ended.

  • pre_roll_frames (FrameNumber): [Read-Write] The amount of time to prepare this section for evaluation before it actually starts.

  • section_range (MovieSceneFrameRange): [Read-Write] The range in which this section is active

  • stitch_database (Object): [Read-Write]

  • target_animation_time_seconds (float): [Read-Write] TODO: Is this the best way to specify this?

  • target_pose_asset (AnimationAsset): [Read-Write]

  • target_transform (Transform): [Read-Write]

  • target_transform_space (MovieSceneRootMotionSpace): [Read-Write]

  • timecode_source (MovieSceneTimecodeSource): [Read-Write] The timecode at which this movie scene section is based (ie. when it was recorded)