unreal.SkeletonBinding

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

Bases: Object

A skeleton binding specifies how a skeleton binds to a template. A binding asset specifies which named attributes bones map to and it can override the named sets/mappings from the source template as needed for that skeleton.

C++ Source:

  • Plugin: SkeletonTemplateFramework

  • Module: SkeletonTemplateFrameworkRuntime

  • File: SkeletonBinding.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attribute_bindings (Array[SkeletonAttributeBinding]): [Read-Write] The list of bound attributes

  • named_attribute_mappings (Array[SkeletonNamedAttributeMapping]): [Read-Write] The list of attribute mappings within this binding (includes mappings from the template and any overrides we might have) TODO: A binding can only override mappings not add/remove them

  • named_attribute_sets (Array[SkeletonNamedAttributeSet]): [Read-Write] The list of attribute sets within this binding (includes sets from the template and any overrides we might have) TODO: A binding can only override sets not add/remove them

  • named_attributes (Array[SkeletonNamedAttribute]): [Read-Only] The list of attributes within this binding, includes all entries from the skeleton

  • skeleton (Skeleton): [Read-Write] The skeleton to bind Bones/curves/etc from our skeleton can be bound to named attributes within the template Any unbound entries are considered named attributes as well

  • template (SkeletonTemplate): [Read-Write] The skeleton template to bind We inherit everything from our parent template, allowing us to override things as needed