unreal.PoseAssetFactory

class unreal.PoseAssetFactory(outer=None, name='None')

Bases: unreal.Factory

Pose 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 interfaces

  • automated_import_data (AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interface

  • context_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 contained

  • supported_class (type(Class)): [Read-Write] The class manufactured by this factory.

  • text (bool): [Read-Write] true if the factory imports objects from text.

property pose_names

[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.

Type

(Array(str))

property source_animation

[Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

Type

(AnimSequence)