- class unreal.AnimMontage(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Any property you’re adding to AnimMontage and parent class has to be considered for Child Asset
Child Asset is considered to be only asset mapping feature using everything else in the class For example, you can just use all parent’s setting for the montage, but only remap assets This isn’t magic bullet unfortunately and it is consistent effort of keeping the data synced with parent If you add new property, please make sure those property has to be copied for children. If it does, please add the copy in the function RefreshParentAssetData
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
blend_in(AlphaBlend): [Read-Write] Blend In: Blend in option.
blend_mode_in(MontageBlendMode): [Read-Write] Blend Mode In
blend_mode_out(MontageBlendMode): [Read-Write] Blend Mode Out
blend_out(AlphaBlend): [Read-Write] Blend Out: Blend out option. This is only used when it blends out itself. If it’s interrupted by other montages, it will use new montage’s BlendIn option to blend out.
blend_out_trigger_time(float): [Read-Write] Blend Out Trigger Time: Time from Sequence End to trigger blend out. <0 means using BlendOutTime, so BlendOut finishes as Montage ends. >=0 means using ‘SequenceEnd - BlendOutTriggerTime’ to trigger blend out.
blend_profile_in(BlendProfile): [Read-Write] Blend Profile In: The blend profile to use.
blend_profile_out(BlendProfile): [Read-Write] Blend Profile Out: The blend profile to use.
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
enable_auto_blend_out(bool): [Read-Write] Enable Auto Blend Out: When it hits end, it automatically blends out. If this is false, it won’t blend out but keep the last pose until stopped explicitly
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_base_pose(AnimSequence): [Read-Write] Preview Base Pose: Preview Base pose for additive BlendSpace *
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 .
sync_group(Name): [Read-Write] Sync Group: If you’re using marker based sync for this montage, make sure to add sync group name. For now we only support one group
sync_slot_index(int32): [Read-Write] Sync Slot Index: wip: until we have UI working
thumbnail_info(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering
time_stretch_curve(TimeStretchCurve): [Read-Write] Time Stretch Curve: Time stretch curve will only be used when the montage has a non-default play rate
time_stretch_curve_name(Name): [Read-Write] Time Stretch Curve Name: Name of optional TimeStretchCurveName to look for in Montage. Time stretch curve will only be used when the montage has a non-default play rate
- property blend_profile_in: BlendProfile¶
[Read-Only] Blend Profile In: The blend profile to use.
- property blend_profile_out: BlendProfile¶
[Read-Only] Blend Profile Out: The blend profile to use.
- classmethod create_slot_animation_as_dynamic_montage_with_blend_settings(asset, slot_node_name, blend_in_settings, blend_out_settings, play_rate=1.000000, loop_count=1, blend_out_trigger_time=-1.000000) AnimMontage ¶
Utility function to create dynamic montage from AnimSequence with blend in settings
- get_num_sections() int32 ¶
Returns the number of sections this montage has
- Return type:
- get_section_index(section_name) int32 ¶
Get SectionIndex from SectionName. Returns INDEX_None if not found
section_name (Name) –
- Return type:
- get_section_name(section_index) Name ¶
Get SectionName from SectionIndex. Returns NAME_None if not found
section_index (int32) –
- Return type: