unreal.AnimStreamable

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

Bases: AnimSequenceBase

Anim Streamable

C++ Source:

  • Module: Engine

  • File: AnimStreamable.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

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

  • 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

  • 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

  • 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.

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

  • 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 .

  • 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) *