unreal.PCapCharacterDataAsset¶
- class unreal.PCapCharacterDataAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCapDataAssetMocap Character Data asset
C++ Source:
Plugin: PerformanceCaptureWorkflow
Module: PerformanceCaptureWorkflow
File: PCapDatabase.h
Editor Properties: (see get_editor_property/set_editor_property)
additional_meshes(Array[SkeletalMesh]): [Read-Write] Additional meshes that will be added as child componentsasset_uid(Guid): [Read-Write] Guid for disambiguating actors spawned by the data assetscapture_character_class(Class): [Read-Write] Character actor Classcharacter_name(Name): [Read-Write] Optional Name for Character. If blank DataAsset name will be usedik_rig(IKRigDefinition): [Read-Write] IKRig Assetretargeter(IKRetargeter): [Read-Write] Retarget Assetskeletal_mesh(SkeletalMesh): [Read-Write] Main Skeletal Mesh Asset. This will be the root component of any characters spawned. A character will not be spawned if this asset reference is null or not validsource_performer_asset(PCapPerformerDataAsset): [Read-Write] Source Performer Asset for this Character
- property additional_meshes: None¶
[Read-Write] Additional meshes that will be added as child components
- Type:
- property character_name: Name¶
[Read-Write] Optional Name for Character. If blank DataAsset name will be used
- Type:
(Name)
- property ik_rig: IKRigDefinition¶
[Read-Write] IKRig Asset
- Type:
- property retargeter: IKRetargeter¶
[Read-Write] Retarget Asset
- Type:
- property skeletal_mesh: SkeletalMesh¶
[Read-Write] Main Skeletal Mesh Asset. This will be the root component of any characters spawned. A character will not be spawned if this asset reference is null or not valid
- Type:
- property source_performer_asset: PCapPerformerDataAsset¶
[Read-Write] Source Performer Asset for this Character
- Type: