unreal.MotionWarpingTarget

class unreal.MotionWarpingTarget(transform=[[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], component=None, bone_name='None', follow_component=False)

Bases: unreal.StructBase

Represents a point of alignment in the world

C++ Source:

  • Plugin: MotionWarping

  • Module: MotionWarping

  • File: RootMotionModifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_name (Name): [Read-Write] Bone Name: Optional bone name in the component used to calculate the final target transform

  • component (SceneComponent): [Read-Write] Component: Optional component used to calculate the final target transform

  • follow_component (bool): [Read-Write] Follow Component: Whether the target transform calculated from a component and an optional bone should be updated during the warp

  • transform (Transform): [Read-Write] Transform: When the warp target is created from a component this stores the transform of the component at the time of creation, otherwise its the transform supplied by the user

property bone_name

[Read-Write] Bone Name: Optional bone name in the component used to calculate the final target transform

Type

(Name)

property component

[Read-Write] Component: Optional component used to calculate the final target transform

Type

(SceneComponent)

property follow_component

[Read-Write] Follow Component: Whether the target transform calculated from a component and an optional bone should be updated during the warp

Type

(bool)

property transform

[Read-Write] Transform: When the warp target is created from a component this stores the transform of the component at the time of creation, otherwise its the transform supplied by the user

Type

(Transform)