unreal.PoseAssetFactory

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

Bases: Factory

Pose Asset Factory

C++ Source:

  • Module: UnrealEd

  • File: PoseAssetFactory.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

  • 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.

  • pose_names (Array[str]): [Read-Write] Optional. If specified the poses will be named according to this array.

    If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

  • source_animation (AnimSequence): [Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

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

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

property pose_names: None

[Read-Write] Optional. If specified the poses will be named according to this array. If you don’t specify, or you don’t specify enough names for all poses, then default names will be generated.

Type:

(Array[str])

property source_animation: AnimSequence

[Read-Write] Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained

Type:

(AnimSequence)