unreal.AnimCompositeBase
¶
- class unreal.AnimCompositeBase(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AnimSequenceBase
Anim Composite Base
C++ Source:
Module: Engine
File: AnimCompositeBase.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_mapping_table
(AssetMappingTable): [Read-Only] Asset Mapping Table: Asset mapping table when ParentAsset is setasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetcontroller
(AnimationDataController): [Read-Only] Controller: UAnimDataController instance set to operate on DataModeldata_model
(AnimDataModel): [Read-Only] Data Model: UAnimDataModel instance containing source animation dataloop
(bool): [Read-Write] Loop: The default looping behavior of this animation. Asset players can override thismeta_data
(Array[AnimMetaData]): [Read-Write] Meta Data: Meta data that can be saved with the assetYou can query by GetMetaData function
parent_asset
(AnimationAsset): [Read-Only] Parent Asset: Parent Asset, if set, you won’t be able to edit any data in here but just mapping tableDuring cooking, this data will be used to bake out to normal asset
preview_pose_asset
(PoseAsset): [Read-Write] Preview Pose Asset: The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// todo:: note that this doesn’t retarget right nowrate_scale
(float): [Read-Write] Rate Scale: Number for tweaking playback rate of this animation globally.sequence_length
(float): [Read-Only] Sequence Lengthskeleton
(Skeleton): [Read-Only] Skeleton: Pointer to the Skeleton this asset can be played on .thumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering