I'm writing an importer/exporter for a game, and animations are identified by an ID number associated with a set of position/rotation keyframes. In the original 3DS Max exporter, they are controlled by a custom location/rotation controller, which handles the data.
It seemed like the natural mapping to Blender would be separate actions. I can add a custom integer property to
bpy.types.Action easily to store the value, but there doesn't seem to be any kind of property sheet/panel for actions exposed in the UI (that I can find - for example the dope sheet/action editor has the property panel empty), so I'm not sure where to add UI elements to allow users to edit this property.
Is there something I have missed, or where can I put the UI? Otherwise, I could just require users to encode the ID into the action name, but that seems.. inelegant, at best, and prone to mistakes.