unreal.AnimBlueprintFactory

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

Bases: Factory

Anim Blueprint Factory

C++ Source:

  • Module: UnrealEd

  • File: AnimBlueprintFactory.h

Editor Properties: (see get_editor_property/set_editor_property)

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

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

  • blueprint_type (BlueprintType): [Read-Write] The type of blueprint that will be created

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

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

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

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

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

  • parent_class (type(Class)): [Read-Write] The parent class of the created blueprint

  • preview_skeletal_mesh (SkeletalMesh): [Read-Write] The preview mesh to use with this animation blueprint

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

  • target_skeleton (Skeleton): [Read-Write] The kind of skeleton that animation graphs compiled from the blueprint will animate

  • template (bool): [Read-Write] Whether the created blueprint should be a template with no target skeleton

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