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 transformcomponent
(SceneComponent): [Read-Write] Component: Optional component used to calculate the final target transformfollow_component
(bool): [Read-Write] Follow Component: Whether the target transform calculated from a component and an optional bone should be updated during the warptransform
(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