unreal.RelativeBodyAnimModifier

class unreal.RelativeBodyAnimModifier(outer: Object | None = None, name: Name | str = 'None')

Bases: AnimationModifier

Animation modifier for baking relative body relationships into anim notify

C++ Source:

  • Plugin: RelativeIKOp

  • Module: RelativeBodyAnimUtils

  • File: RelativeBodyAnimModifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • contact_body_names (Array[Name]): [Read-Write]

  • contact_threshold (float): [Read-Write] Threshold for determining if a bone pair can be considered to be having contact

  • domain_body_names (Array[Name]): [Read-Write] Bodies to be checked against contact bodies

  • generated_notify_tracks (Set[Name]): [Read-Only] Keep track of to be generated tracks during modifier application

  • lod_index (int32): [Read-Only]

  • notify_class (type(Class)): [Read-Write] Relative Body Notify subclass to create

  • physics_asset_override (PhysicsAsset): [Read-Write]

  • reapply_post_owner_change (bool): [Read-Write] If this is set to true then the animation modifier will call it’s reapply function after any change made to the owning asset.

  • sample_rate (int32): [Read-Write] Rate used to sample the animation

  • skeletal_mesh_asset (SkeletalMesh): [Read-Write]

property contact_body_names: None

[Read-Only]

Type:

(Array[Name])

property contact_threshold: float

[Read-Only] Threshold for determining if a bone pair can be considered to be having contact

Type:

(float)

property domain_body_names: None

[Read-Only] Bodies to be checked against contact bodies

Type:

(Array[Name])

property physics_asset_override: PhysicsAsset

[Read-Only]

Type:

(PhysicsAsset)

property sample_rate: int

[Read-Only] Rate used to sample the animation

Type:

(int32)

property skeletal_mesh_asset: SkeletalMesh

[Read-Only]

Type:

(SkeletalMesh)