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 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.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.
- property source_animation¶
[Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained
- Type