unreal.AnimationSettings
¶
- class unreal.AnimationSettings(outer=None, name='None')¶
Bases:
unreal.DeveloperSettings
Default animation settings.
C++ Source:
Module: Engine
File: AnimationSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
attribute_blend_modes
(Map(Name, CustomAttributeBlendType)): [Read-Write] Attribute Blend Modes: Custom Attribute specific blend types (by name)bone_custom_attributes_names
(Array(CustomAttributeSetting)): [Read-Write] Bone Custom Attributes Names: List of custom attribute to import directly on their corresponding bone. The meaning field allows to contextualize the attribute name and customize tooling for it.bone_names_with_custom_attributes
(Array(str)): [Read-Write] Bone Names with Custom Attributes: List of bone names for which all custom attributes are directly imported on the bone.bone_timecode_custom_attribute_name_settings
(TimecodeCustomAttributeNameSettings): [Read-Write] Bone Timecode Custom Attribute Name Settings: Names that identify bone custom attributes representing the individual components of a timecode and a subframe along with a take name.These will be included in the list of bone custom attribute names to import.
compress_commandlet_version
(int32): [Read-Only] Compress Commandlet Version: Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompresseddefault_attribute_blend_mode
(CustomAttributeBlendType): [Read-Write] Default Attribute Blend Mode: Default Custom Attribute blend typeenable_performance_log
(bool): [Read-Write] Enable Performance Log: If true, recompression will log performance informationfirst_recompress_using_current_or_default
(bool): [Read-Write] First Recompress Using Current or Default: If true, then the animation will be first recompressed with it’s current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as “Run Current Default Compressor”force_below_threshold
(bool): [Read-Write] Force Below Threshold: If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the thresholdforce_recompression
(bool): [Read-Write] Force Recompression: If true, this will forcibly recompress every animation, this should not be checked in enabledkey_end_effectors_match_name_array
(Array(str)): [Read-Write] Key End Effectors Match Name Array: List of bone names to treat with higher precision, in addition to any bones with socketsmirror_find_replace_expressions
(Array(MirrorFindReplaceExpression)): [Read-Write] Mirror Find Replace Expressions: Find and Replace Expressions used for mirroringraise_max_error_to_existing
(bool): [Read-Write] Raise Max Error to Existing: If true and the existing compression error is greater than Alternative Compression Threshold, then Alternative Compression Threshold will be effectively raised to the existing error levelstrip_animation_data_on_dedicated_server
(bool): [Read-Write] Strip Animation Data on Dedicated Server: If true, animation track data will be stripped from dedicated server cooked datatick_animation_on_skeletal_mesh_init
(bool): [Read-Write] Tick Animation on Skeletal Mesh Init: If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh inittransform_attribute_names
(Array(str)): [Read-Write] Transform Attribute Names: Names to match against when importing FBX node transform curves as attributes (can use ? and * wildcards)