unreal.PCapPropDataAsset¶
- class unreal.PCapPropDataAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCapDataAssetProp DataAsset
C++ Source:
Plugin: PerformanceCaptureWorkflow
Module: PerformanceCaptureWorkflow
File: PCapDatabase.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_uid(Guid): [Read-Write] Guid for disambiguating actors spawned by the data assets. Only editable from BP.clear_edit_conditions(bool): [Read-Write] Reset all mesh options (removes read-only status on fields)custom_prop_class(Class): [Read-Write] Custom Class - if you want your prop to be created from a custom BP actor, set the class herehidden_in_game(bool): [Read-Write] Choose True for props you want to hide in ‘Game’ view e.g. Proxies or integratorslive_link_subject(LiveLinkSubjectName): [Read-Write] Prop’s LiveLinkSubject.prop_component_class(Class): [Read-Write] Prop Component - select a customized prop component if required, otherwise base C++ class will be usedprop_name(Name): [Read-Write] Optional Name for Prop. If blank LiveLinkSubject name will be usedprop_offset_transform(Transform): [Read-Write] Static Mesh Offset Transform *prop_skeletal_mesh(SkeletalMesh): [Read-Write] Prop SkelMesh - if this is left blank the mocap static mesh will be usedprop_static_mesh(StaticMesh): [Read-Write] Prop Static - if this is left blank the mocap static mesh will be used
- property custom_prop_class: Class¶
[Read-Write] Custom Class - if you want your prop to be created from a custom BP actor, set the class here
- Type:
(Class)
[Read-Write] Choose True for props you want to hide in ‘Game’ view e.g. Proxies or integrators
- Type:
(bool)
- property live_link_subject: LiveLinkSubjectName¶
[Read-Write] Prop’s LiveLinkSubject.
- Type:
- property prop_component_class: Class¶
[Read-Write] Prop Component - select a customized prop component if required, otherwise base C++ class will be used
- Type:
(Class)
- property prop_name: Name¶
[Read-Write] Optional Name for Prop. If blank LiveLinkSubject name will be used
- Type:
(Name)
- property prop_skeletal_mesh: SkeletalMesh¶
[Read-Write] Prop SkelMesh - if this is left blank the mocap static mesh will be used
- Type:
- property prop_static_mesh: StaticMesh¶
[Read-Write] Prop Static - if this is left blank the mocap static mesh will be used
- Type: