unreal.AnimSeqExportOption

class unreal.AnimSeqExportOption(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Anim Seq Export Option

C++ Source:

  • Module: UnrealEd

  • File: AnimSeqExportOption.h

Editor Properties: (see get_editor_property/set_editor_property)

  • curve_interpolation (RichCurveInterpMode): [Read-Write] This defines how values between keys are calculated for curves

  • delay_before_start (FrameNumber): [Read-Write] Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.

  • evaluate_all_skeletal_mesh_components (bool): [Read-Write] If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked

  • exclude_animation_names (Array[str]): [Read-Write] Exclude all animation bones/curves that match this list

  • export_attribute_curves (bool): [Read-Write] If enabled, export the attribute curves from the animation

  • export_material_curves (bool): [Read-Write] If enabled, export the material curves from the animation

  • export_morph_targets (bool): [Read-Write] If enabled, export the morph targets from the animation

  • export_transforms (bool): [Read-Write] If enabled, export the transforms from the animation

  • include_animation_names (Array[str]): [Read-Write] Include only the animation bones/curves that match this list

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

  • record_in_world_space (bool): [Read-Write] If enabled we record in World Space otherwise we record from 0,0,0

  • transact_recording (bool): [Read-Write] Whether or not to transact the animation sequence data recording

  • warm_up_frames (FrameNumber): [Read-Write] Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.

property curve_interpolation: RichCurveInterpMode

[Read-Write] This defines how values between keys are calculated for curves

Type:

(RichCurveInterpMode)

property delay_before_start: FrameNumber

[Read-Write] Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.

Type:

(FrameNumber)

property evaluate_all_skeletal_mesh_components: bool

[Read-Write] If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked

Type:

(bool)

property exclude_animation_names: None

[Read-Write] Exclude all animation bones/curves that match this list

Type:

(Array[str])

property export_attribute_curves: bool

[Read-Write] If enabled, export the attribute curves from the animation

Type:

(bool)

property export_material_curves: bool

[Read-Write] If enabled, export the material curves from the animation

Type:

(bool)

property export_morph_targets: bool

[Read-Write] If enabled, export the morph targets from the animation

Type:

(bool)

property export_transforms: bool

[Read-Write] If enabled, export the transforms from the animation

Type:

(bool)

property include_animation_names: None

[Read-Write] Include only the animation bones/curves that match this list

Type:

(Array[str])

property interpolation: AnimInterpolationType

[Read-Write] This defines how values between keys are calculated for transforms

Type:

(AnimInterpolationType)

property record_in_world_space: bool

[Read-Write] If enabled we record in World Space otherwise we record from 0,0,0

Type:

(bool)

property transact_recording: bool

[Read-Write] Whether or not to transact the animation sequence data recording

Type:

(bool)

property warm_up_frames: FrameNumber

[Read-Write] Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.

Type:

(FrameNumber)