unreal.PCapCharacterDataAsset

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

Bases: PCapDataAsset

Mocap Character Data asset. This class is intended to track and encapsulate the properties and assets that make up a character

C++ Source:

  • Plugin: PerformanceCaptureWorkflow

  • Module: PerformanceCaptureWorkflow

  • File: PCapDatabase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_meshes (Array[SkeletalMesh]): [Read-Write] deprecated: Create a SkeletalMeshActor class with the required meshes and components instead.

  • asset_uid (Guid): [Read-Write] Guid for disambiguating actors spawned by the data assets. Only editable from BP.

  • capture_character_class (Class): [Read-Write] Character actor Class

  • character_name (Name): [Read-Write] Optional Name for Character. If blank DataAsset name will be used

  • ik_rig (IKRigDefinition): [Read-Write] IKRig Asset.

  • retargeter (IKRetargeter): [Read-Write] Retarget Asset.

  • 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.

  • source_performer_asset (PCapPerformerDataAsset): [Read-Write] Source Performer Asset for this Character.

property additional_meshes: None

[Read-Write] deprecated: Create a SkeletalMeshActor class with the required meshes and components instead.

Type:

(Array[SkeletalMesh])

property capture_character_class: Class

[Read-Write] Character actor Class

Type:

(Class)

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:

(IKRigDefinition)

property retargeter: IKRetargeter

[Read-Write] Retarget Asset.

Type:

(IKRetargeter)

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:

(SkeletalMesh)

property source_performer_asset: PCapPerformerDataAsset

[Read-Write] Source Performer Asset for this Character.

Type:

(PCapPerformerDataAsset)