unreal.PoseAssetFactory

class unreal.PoseAssetFactory(outer=None, name='None')

Bases: unreal.Factory

Pose Asset Factory

C++ Source:

  • Module: UnrealEd

  • File: PoseAssetFactory.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_task (AssetImportTask): [Read-Write] Asset Import Task: Task for importing file via script interfaces

  • automated_import_data (AutomatedAssetImportData): [Read-Write] Automated Import Data: Data for how to import files via the automated command line importing interface

  • context_class (type(Class)): [Read-Write] Context Class: Class of the context object used to help create the object.

  • create_new (bool): [Read-Write] Create New: The default value to return from CanCreateNew()

  • edit_after_new (bool): [Read-Write] Edit After New: true if the associated editor should be opened after creating a new object.

  • editor_import (bool): [Read-Write] Editor Import: true if the factory imports objects from files.

  • formats (Array(str)): [Read-Write] Formats: List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.

  • pose_names (Array(str)): [Read-Write] Pose Names: Optional. If specified the poses will be named according to this array.

    If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

  • source_animation (AnimSequence): [Read-Write] Source Animation: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

  • supported_class (type(Class)): [Read-Write] Supported Class: The class manufactured by this factory.

  • text (bool): [Read-Write] Text: true if the factory imports objects from text.

property pose_names

[Read-Write] Pose Names: Optional. If specified the poses will be named according to this array.

If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

Type

(Array(str))

property source_animation

[Read-Write] Source Animation: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

Type

(AnimSequence)