class unreal.AnimSequence(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: AnimSequenceBase

Anim Sequence

C++ Source:

  • Module: Engine

  • File: AnimSequence.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additive_anim_type (AdditiveAnimationType): [Read-Write] Additive Anim Type: Additive animation type. *

  • allow_frame_stripping (bool): [Read-Write] Allow Frame Stripping: Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost.

  • animation_track_names (Array[Name]): [Read-Only] Animation Track Names

  • asset_import_data (AssetImportData): [Read-Only] Asset Import Data: Importing data and options used for this mesh

  • 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

  • bone_compression_settings (AnimBoneCompressionSettings): [Read-Write] Bone Compression Settings: The bone compression settings used to compress bones in this sequence.

  • compression_error_threshold_scale (float): [Read-Write] Compression Error Threshold Scale: Set a scale for error threshold on compression. This is useful if the animation will be played back at a different scale (e.g. if you know the animation will be played on an actor/component that is scaled up by a factor of 10, set this value to 10)

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

  • curve_compression_settings (AnimCurveCompressionSettings): [Read-Write] Curve Compression Settings: The curve compression settings used to compress curves in this sequence.

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

  • do_not_override_compression (bool): [Read-Write] Do Not Override Compression: Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn’t be changed.

  • enable_root_motion (bool): [Read-Write] Enable Root Motion: If this is on, it will allow extracting of root motion *

  • force_root_lock (bool): [Read-Write] Force Root Lock: Force Root Bone Lock even if Root Motion is not enabled

  • interpolation (AnimInterpolationType): [Read-Write] Interpolation: This defines how values between keys are calculated *

  • 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

  • number_of_sampled_frames (int32): [Read-Only] Number Of Sampled Frames

  • number_of_sampled_keys (int32): [Read-Only] Number Of Sampled Keys

  • 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

  • per_bone_custom_attribute_data (Array[CustomAttributePerBoneData]): [Read-Only] Per Bone Custom Attribute Data

  • 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.

  • ref_frame_index (int32): [Read-Write] Ref Frame Index: Additve reference frame if RefPoseType == AnimFrame *

  • ref_pose_seq (AnimSequence): [Read-Write] Ref Pose Seq: Additive reference animation if it’s relevant - i.e. AnimScaled or AnimFrame *

  • ref_pose_type (AdditiveBasePoseType): [Read-Write] Ref Pose Type: Additive refrerence pose type. Refer above enum type

  • resampled_animation_track_data (Array[BoneAnimationTrack]): [Read-Only] Resampled Animation Track Data

  • retarget_source (Name): [Read-Write] Retarget Source: Base pose to use when retargeting

  • retarget_source_asset (SkeletalMesh): [Read-Write] Retarget Source Asset: If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.

  • root_motion_root_lock (RootMotionRootLock): [Read-Write] Root Motion Root Lock: Root Bone will be locked to that position when extracting root motion.*

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

  • skeleton (Skeleton): [Read-Only] Skeleton: Pointer to the Skeleton this asset can be played on .

  • target_frame_rate (FrameRate): [Read-Only] Target Frame Rate

  • thumbnail_info (ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering

  • use_normalized_root_motion_scale (bool): [Read-Write] Use Normalized Root Motion Scale: If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *

add_bone_float_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None

Add Bone Float Custom Attribute deprecated: AddBoneFloatCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead

add_bone_integer_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None

Add Bone Integer Custom Attribute deprecated: AddBoneIntegerCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead

add_bone_string_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None

Add Bone String Custom Attribute deprecated: AddBoneStringCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead

remove_all_custom_attributes() None

Remove All Custom Attributes deprecated: RemoveAllCustomAttributes has been deprecated, use UAnimDataController::RemoveAllAttributes instead

remove_all_custom_attributes_for_bone(bone_name) None

Remove All Custom Attributes for Bone deprecated: RemoveAllCustomAttributesForBone has been deprecated, use UAnimDataController::RemoveAllAttributesForBone instead


bone_name (Name) –

remove_custom_attribute(bone_name, attribute_name) None

Remove Custom Attribute deprecated: RemoveCustomAttribute has been deprecated, use UAnimDataController::RemoveAttribute instead

  • bone_name (Name) –

  • attribute_name (Name) –