unreal.PoseAssetFactory¶
- class unreal.PoseAssetFactory(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
FactoryPose Asset Factory
C++ Source:
Module: UnrealEd
File: PoseAssetFactory.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task(AssetImportTask): [Read-Write] Task for importing file via script interfacesautomated_import_data(AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interfacecontext_class(type(Class)): [Read-Write] Class of the context object used to help create the object.create_new(bool): [Read-Write] The default value to return from CanCreateNew()edit_after_new(bool): [Read-Write] true if the associated editor should be opened after creating a new object.editor_import(bool): [Read-Write] true if the factory imports objects from files.formats(Array[str]): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.pose_names(Array[str]): [Read-Write] Optional. If specified the poses will be named according to this array.If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.
source_animation(AnimSequence): [Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence containedsupported_class(type(Class)): [Read-Write] The class manufactured by this factory.supported_workflows(uint8): [Read-Write] Which workflows are supported.text(bool): [Read-Write] true if the factory imports objects from text.
- property pose_names: None¶
[Read-Write] Optional. If specified the poses will be named according to this array. If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.
- property source_animation: AnimSequence¶
[Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained
- Type: