Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table(AssetMappingTable): [Read-Only] Asset mapping table when ParentAsset is set
asset_user_data(Array(AssetUserData)): [Read-Write] Array of user data stored with the asset
bone_compression_settings(AnimBoneCompressionSettings): [Read-Write] The bone compression settings used to compress bones in this sequence.
curve_compression_settings(AnimCurveCompressionSettings): [Read-Write] The curve compression settings used to compress curves in this sequence.
enable_root_motion(bool): [Read-Write] If this is on, it will allow extracting of root motion *
force_root_lock(bool): [Read-Write] Force Root Bone Lock even if Root Motion is not enabled
interpolation(AnimInterpolationType): [Read-Write] This defines how values between keys are calculated *
meta_data(Array(AnimMetaData)): [Read-Write] Meta data that can be saved with the asset
You can query by GetMetaData function
parent_asset(AnimationAsset): [Read-Only] Parent Asset, if set, you won’t be able to edit any data in here but just mapping table
During cooking, this data will be used to bake out to normal asset
preview_pose_asset(PoseAsset): [Read-Write] The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// note that this doesn’t retarget right now:
rate_scale(float): [Read-Write] Number for tweaking playback rate of this animation globally.
retarget_source(Name): [Read-Write] Base pose to use when retargeting
root_motion_root_lock(RootMotionRootLock): [Read-Write] Root Bone will be locked to that position when extracting root motion.*
sequence_length(float): [Read-Only] Length (in seconds) of this AnimSequence if played back with a speed of 1.0.
skeleton(Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .
thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
use_normalized_root_motion_scale(bool): [Read-Write] If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *