unreal.AnimNode_CopyPoseFromMesh

class unreal.AnimNode_CopyPoseFromMesh(source_mesh_component=None, use_attached_parent=False, copy_curves=False, copy_custom_attributes=False, use_mesh_pose=False, root_bone_to_copy='None')

Bases: unreal.AnimNode_Base

Simple controller to copy a bone’s transform to another one.

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_CopyPoseFromMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • copy_curves (bool): [Read-Write] Copy Curves: Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains

  • copy_custom_attributes (bool): [Read-Write] Copy Custom Attributes: Copy custom attributes from SouceMeshComponent

  • root_bone_to_copy (Name): [Read-Write] Root Bone to Copy: If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)

  • source_mesh_component (SkeletalMeshComponent): [Read-Write] Source Mesh Component: This is used by default if it’s valid

  • use_attached_parent (bool): [Read-Write] Use Attached Parent: If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source

  • use_mesh_pose (bool): [Read-Write] Use Mesh Pose: Use root space transform to copy to the target pose. By default, it copies their relative transform (bone space)

property copy_curves

[Read-Write] Copy Curves: Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains

Type

(bool)

property copy_custom_attributes

[Read-Write] Copy Custom Attributes: Copy custom attributes from SouceMeshComponent

Type

(bool)

property root_bone_to_copy

[Read-Write] Root Bone to Copy: If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)

Type

(Name)

property source_mesh_component

[Read-Write] Source Mesh Component: This is used by default if it’s valid

Type

(SkeletalMeshComponent)

property use_attached_parent

[Read-Write] Use Attached Parent: If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source

Type

(bool)

property use_mesh_pose

[Read-Write] Use Mesh Pose: Use root space transform to copy to the target pose. By default, it copies their relative transform (bone space)

Type

(bool)