unreal.PoseAssetFactory

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

Bases: Factory

Pose Asset Factory

C++ Source:

  • Module: UnrealEd

  • File: PoseAssetFactory.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_task (AssetImportTask): [Read-Write] Asset Import Task: Task for importing file via script interfaces

  • automated_import_data (AutomatedAssetImportData): [Read-Write] Automated Import Data: Data for how to import files via the automated command line importing interface

  • context_class (type(Class)): [Read-Write] Context Class: Class of the context object used to help create the object.

  • create_new (bool): [Read-Write] Create New: The default value to return from CanCreateNew()

  • edit_after_new (bool): [Read-Write] Edit After New: true if the associated editor should be opened after creating a new object.

  • editor_import (bool): [Read-Write] Editor Import: true if the factory imports objects from files.

  • formats (Array[str]): [Read-Write] Formats: List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.

  • pose_names (Array[str]): [Read-Write] Pose Names: Optional. If specified the poses will be named according to this array.

    If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

  • source_animation (AnimSequence): [Read-Write] Source Animation: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

  • supported_class (type(Class)): [Read-Write] Supported Class: The class manufactured by this factory.

  • text (bool): [Read-Write] Text: true if the factory imports objects from text.

property pose_names: Array[str]

[Read-Write] Pose Names: Optional. If specified the poses will be named according to this array.

If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

Type:

(Array[str])

property source_animation: AnimSequence

[Read-Write] Source Animation: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

Type:

(AnimSequence)