unreal.PoseAsset

class unreal.PoseAsset(outer: Object | None = None, name: 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)

  • additive_pose (bool): [Read-Write] Whether or not Additive Pose or not - these are property that needs post process, so

  • asset_mapping_table (AssetMappingTable): [Read-Only] Asset mapping table when ParentAsset is set

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • meta_data (Array[AnimMetaData]): [Read-Write] Meta data that can be saved with the asset

    You can query by GetMetaData function

  • parent_asset (AnimationAsset): [Read-Only] Parent Asset, if set, you won’t be able to edit any data in here but just mapping table

    During cooking, this data will be used to bake out to normal asset

  • preview_pose_asset (PoseAsset): [Read-Write] 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 now

  • retarget_source (Name): [Read-Write] Base pose to use when retargeting

  • retarget_source_asset (SkeletalMesh): [Read-Write]

  • skeleton (Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .

  • source_animation (AnimSequence): [Read-Write]

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

clear_retarget_source_asset() None

Resets the retarget source asset

get_base_pose_name() Name

Returns base pose name, only valid when additive, NAME_None indicates reference pose

Return type:

Name

get_pose_names() Array[Name]

Returns the name of all contained poses

Returns:

pose_names (Array[Name]):

Return type:

Array[Name]

get_retarget_source_asset() SkeletalMesh

Returns the retarget source asset soft object pointer.

Return type:

SkeletalMesh

rename_pose(original_pose_name, new_pose_name) None

Renames a specific pose

Parameters:
  • original_pose_name (Name)

  • new_pose_name (Name)

set_base_pose_name(new_base_pose_name) bool

Set base pose index by name, NAME_None indicates reference pose - returns true if set successfully

Parameters:

new_base_pose_name (Name)

Return type:

bool

set_retarget_source_asset(retarget_source_asset) None

Assigns the passed skeletal mesh to the retarget source

Parameters:

retarget_source_asset (SkeletalMesh)

update_pose_from_animation(anim_sequence) None

Contained poses are re-generated from the provided Animation Sequence

Parameters:

anim_sequence (AnimSequence)

update_retarget_source_asset_data() None

Update the retarget data pose from the source, if it exist, else clears the retarget data pose saved in RetargetSourceAssetReferencePose. Warning : This function calls LoadSynchronous at the retarget source asset soft object pointer, so it can not be used at PostLoad