unreal.PoseAsset
¶
- class unreal.PoseAsset(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AnimationAsset
Pose Asset that can be blended by weight of curves
C++ Source:
Module: Engine
File: PoseAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table
(AssetMappingTable): [Read-Only] Asset Mapping Table: Asset mapping table when ParentAsset is setasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetmeta_data
(Array[AnimMetaData]): [Read-Write] Meta Data: Meta data that can be saved with the assetYou can query by GetMetaData function
parent_asset
(AnimationAsset): [Read-Only] Parent Asset: Parent Asset, if set, you won’t be able to edit any data in here but just mapping tableDuring cooking, this data will be used to bake out to normal asset
preview_pose_asset
(PoseAsset): [Read-Write] Preview Pose Asset: The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// todo:: note that this doesn’t retarget right nowretarget_source
(Name): [Read-Write] Retarget Source: Base pose to use when retargetingretarget_source_asset
(SkeletalMesh): [Read-Write] Retarget Source Asset: If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.skeleton
(Skeleton): [Read-Only] Skeleton: Pointer to the Skeleton this asset can be played on .source_animation
(AnimSequence): [Read-Write] Source Animationthumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering
- update_pose_from_animation(anim_sequence) None ¶
Contained poses are re-generated from the provided Animation Sequence
- Parameters:
anim_sequence (AnimSequence) –