unreal.RetargetComponent
¶
- class unreal.RetargetComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Retarget Component
C++ Source:
Plugin: PerformanceCaptureCore
Module: PerformanceCaptureCore
File: RetargetComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.controlled_skeletal_mesh_component
(ComponentReference): [Read-Write] Skeletal Mesh that will be driven by the IKRetargeter. Limited to skeletal meshes on this component’s Owner Actor.custom_retarget_profile
(RetargetProfile): [Read-Write] Custom Retarget Profile. Should be used to override Retarget settings on the RetargetAsset.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classforce_other_meshes_to_follow_controlled_mesh
(bool): [Read-Write] Force all skeletal meshes to use the ControlledSkeletalMeshComponent as their Leader. Default = True.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!retarget_asset
(IKRetargeter): [Read-Write] The IKRetarget Asset to use for retargeting between the source and controlled skeletal meshes.source_skeletal_mesh_component
(ComponentReference): [Read-Write] Skeletal Mesh component that will be the source for retargeting. Can be on the Owner Actor or another Actor in the same level.
- property controlled_skeletal_mesh_component: ComponentReference¶
[Read-Write] Skeletal Mesh that will be driven by the IKRetargeter. Limited to skeletal meshes on this component’s Owner Actor.
- Type:
- property custom_retarget_profile: RetargetProfile¶
[Read-Write] Custom Retarget Profile. Should be used to override Retarget settings on the RetargetAsset.
- Type:
- property force_other_meshes_to_follow_controlled_mesh: bool¶
[Read-Write] Force all skeletal meshes to use the ControlledSkeletalMeshComponent as their Leader. Default = True.
- Type:
(bool)
- get_custom_retarget_profile() RetargetProfile ¶
Get Retarget Profile.
- Returns:
Current Custom Retarget Profile.
- Return type:
- property retarget_asset: IKRetargeter¶
[Read-Only] The IKRetarget Asset to use for retargeting between the source and controlled skeletal meshes.
- Type:
- set_controlled_mesh(controlled_mesh) None ¶
Set the Controlled Skeletal Mesh.
- Parameters:
controlled_mesh (SkeletalMeshComponent) – New Controlled Skeletal Mesh Component.
- set_custom_retarget_profile(profile) None ¶
Set a Custom Retarget Profile.
- Parameters:
profile (RetargetProfile) – New Retarget Profile.
- set_retarget_asset(retarget_asset) None ¶
Set the Retarget Asset.
- Parameters:
retarget_asset (IKRetargeter) – New IKRetarget Asset.
- set_source_performer_mesh(performer_mesh) None ¶
Set the Source Performer Mesh.
- Parameters:
performer_mesh (SkeletalMeshComponent) – New Source Skeletal Mesh.
- property source_skeletal_mesh_component: ComponentReference¶
[Read-Write] Skeletal Mesh component that will be the source for retargeting. Can be on the Owner Actor or another Actor in the same level.
- Type: