unreal.AnimSequenceBase

class unreal.AnimSequenceBase(outer=None, name='None')

Bases: unreal.AnimationAsset

Anim Sequence Base

C++ Source:

  • Module: Engine
  • File: AnimSequenceBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_mapping_table (AssetMappingTable): [Read-Only] Asset mapping table when ParentAsset is set

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the asset

  • meta_data (Array(AnimMetaData)): [Read-Write] Meta data that can be saved with the asset

    You can query by GetMetaData function

  • parent_asset (AnimationAsset): [Read-Only] Parent Asset, if set, you won’t be able to edit any data in here but just mapping table

    During cooking, this data will be used to bake out to normal asset

  • preview_pose_asset (PoseAsset): [Read-Write] The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// note that this doesn’t retarget right now:

  • rate_scale (float): [Read-Write] Number for tweaking playback rate of this animation globally.

  • sequence_length (float): [Read-Only] Length (in seconds) of this AnimSequence if played back with a speed of 1.0.

  • skeleton (Skeleton): [Read-Only] Pointer to the Skeleton this asset can be played on .

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

get_play_length() → float

Returns the total play length of the montage, if played back with a speed of 1.0.

Returns:
Return type:float
sequence_length

(float) – [Read-Only] Length (in seconds) of this AnimSequence if played back with a speed of 1.0.