unreal.AnimNode_RetargetPoseFromMesh

class unreal.AnimNode_RetargetPoseFromMesh(source_mesh_component=None, use_attached_parent=True)

Bases: unreal.AnimNode_Base

Anim Node Retarget Pose from Mesh

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: AnimNode_RetargetPoseFromMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ik_retargeter_asset (IKRetargeter): [Read-Write] IKRetargeter Asset: Retarget asset to use. Must define a Source and Target IK Rig compatible with the SourceMeshComponent and current anim instance.

  • source_mesh_component (SkeletalMeshComponent): [Read-Write] Source Mesh Component: The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.

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

property source_mesh_component

[Read-Write] Source Mesh Component: The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.

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 attached parent as a source

Type

(bool)