unreal.PoseAsset

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

Bases: unreal.AnimationAsset

  • Pose Asset that can be blended by weight of curves

C++ Source:

  • Module: Engine

  • File: PoseAsset.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

  • 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