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

Bases: unreal.AnimCompositeBase

  • Any property you’re adding to AnimMontage and parent class has to be considered for Child Asset

  • Child Asset is considered to be only asset mapping feature using everything else in the class

  • For example, you can just use all parent’s setting for the montage, but only remap assets

  • This isn’t magic bullet unfortunately and it is consistent effort of keeping the data synced with parent

  • If you add new property, please make sure those property has to be copied for children.

  • If it does, please add the copy in the function RefreshParentAssetData

C++ Source:

  • Module: Engine

  • File: AnimMontage.h

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

  • blend_in (AlphaBlend): [Read-Write] Blend in option.

  • blend_out (AlphaBlend): [Read-Write] Blend out option. This is only used when it blends out itself. If it’s interrupted by other montages, it will use new montage’s BlendIn option to blend out.

  • blend_out_trigger_time (float): [Read-Write] Time from Sequence End to trigger blend out. <0 means using BlendOutTime, so BlendOut finishes as Montage ends. >=0 means using ‘SequenceEnd - BlendOutTriggerTime’ to trigger blend out.

  • enable_auto_blend_out (bool): [Read-Write] When it hits end, it automatically blends out. If this is false, it won’t blend out but keep the last pose until stopped explicitly

  • 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_base_pose (AnimSequence): [Read-Write] Preview Base pose for additive BlendSpace *

  • 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// todo:: note that this doesn’t retarget right now

  • rate_scale (float): [Read-Write] Number for tweaking playback rate of this animation globally.

  • 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 .

  • sync_group (Name): [Read-Write] If you’re using marker based sync for this montage, make sure to add sync group name. For now we only support one group

  • sync_slot_index (int32): [Read-Write] wip: until we have UI working

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

  • time_stretch_curve (TimeStretchCurve): [Read-Write] Time Stretch Curve

  • time_stretch_curve_name (Name): [Read-Write] Name of optional TimeStretchCurveName to look for in Montage.


Get Default Blend Out Time


Return type