unreal.LevelSequenceAnimSequenceLinkItem
¶
- class unreal.LevelSequenceAnimSequenceLinkItem(skel_track_guid: Guid = [], path_to_anim_sequence: SoftObjectPath = Ellipsis, export_transforms: bool = False, export_morph_targets: bool = False, export_attribute_curves: bool = False, export_material_curves: bool = False, interpolation: AnimInterpolationType = Ellipsis, curve_interpolation: RichCurveInterpMode = Ellipsis, record_in_world_space: bool = False, evaluate_all_skeletal_mesh_components: bool = False)¶
Bases:
StructBase
Link To Anim Sequence that we are linked too.
C++ Source:
Module: LevelSequence
File: LevelSequenceAnimSequenceLink.h
Editor Properties: (see get_editor_property/set_editor_property)
curve_interpolation
(RichCurveInterpMode): [Read-Write]evaluate_all_skeletal_mesh_components
(bool): [Read-Write]export_attribute_curves
(bool): [Read-Write]export_material_curves
(bool): [Read-Write]export_morph_targets
(bool): [Read-Write]export_transforms
(bool): [Read-Write] From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamicallyinterpolation
(AnimInterpolationType): [Read-Write]path_to_anim_sequence
(SoftObjectPath): [Read-Write]record_in_world_space
(bool): [Read-Write]skel_track_guid
(Guid): [Read-Write]
- property curve_interpolation: RichCurveInterpMode¶
[Read-Write]
- Type:
- property export_transforms: bool¶
[Read-Write] From Editor Only UAnimSeqExportOption we cache this since we can re-import dynamically
- Type:
(bool)
- property interpolation: AnimInterpolationType¶
[Read-Write]
- Type:
- property path_to_anim_sequence: SoftObjectPath¶
[Read-Write]
- Type: