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 set

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the asset

  • controller (AnimationDataController): [Read-Only] Controller: UAnimDataController instance set to operate on DataModel

  • data_model (AnimDataModel): [Read-Only] Data Model: UAnimDataModel instance containing source animation data

  • loop (bool): [Read-Write] Loop: The default looping behavior of this animation. Asset players can override this

  • meta_data (Array[AnimMetaData]): [Read-Write] Meta Data: Meta data that can be saved with the asset

    You 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 table

    During 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 now

  • rate_scale (float): [Read-Write] Rate Scale: Number for tweaking playback rate of this animation globally.

  • sequence_length (float): [Read-Only] Sequence Length

  • skeleton (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