- class unreal.PoseAsset(outer=None, name='None')¶
Pose Asset that can be blended by weight of curves
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
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// todo:: note that this doesn’t retarget right now
retarget_source(Name): [Read-Write] Base pose to use when retargeting
retarget_source_asset(SkeletalMesh): [Read-Write] If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.
skeleton(Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .
source_animation(AnimSequence): [Read-Write] Source Animation
thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail rendering