unreal.SkeletalMesh

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

Bases: unreal.StreamableRenderAsset

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/:

C++ Source:

  • Module: Engine

  • File: SkeletalMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Write] Importing data and options used for this mesh

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

  • default_animating_rig (Object): [Read-Write] The Default Control Rig To Animate with when used in Sequnecer.

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write] when true all lods below minlod will still be cooked

  • enable_per_poly_collision (bool): [Read-Write] Uses skinned data for collision data. Per poly collision cannot be used for simulation, in most cases you are better off using the physics asset

  • global_force_mip_levels_to_be_resident (bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.

  • lod_info (Array(SkeletalMeshLODInfo)): [Read-Write] Struct containing information for each LOD level, such as materials to use, and when use the LOD.

  • lod_settings (SkeletalMeshLODSettings): [Read-Write] LODSettings

  • materials (Array(SkeletalMaterial)): [Read-Write] List of materials applied to this mesh.

  • max_num_optional_lo_ds (PerPlatformInt): [Read-Write] Maximum number of LODs below min LOD level that can be saved to optional pak (currently, need to be either 0 or > num of LODs below MinLod)

  • max_num_streamed_lo_ds (PerPlatformInt): [Read-Write] Maximum number of LODs that can be streamed

  • mesh_clothing_assets (Array(ClothingAssetBase)): [Read-Write] Clothing assets imported to this mesh. May or may not be in use currently on the mesh. Ordering not guaranteed, use the provided getters to access elements in this array whenever possible

  • min_lod (PerPlatformInt): [Read-Write] Minimum LOD to render. Can be overridden per component as well as set here for all mesh instances here

  • morph_targets (Array(MorphTarget)): [Read-Write] Morph Targets

  • negative_bounds_extension (Vector): [Read-Write] Bound extension values in addition to imported bound in the negative direction of XYZ,

    positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

  • never_stream (bool): [Read-Write] Never Stream

  • node_mapping_data (Array(NodeMappingContainer)): [Read-Write] Mapping data that is saved

  • num_cinematic_mip_levels (int32): [Read-Write] Number of mip-levels to use for cinematic quality.

  • override_lod_streaming_settings (bool): [Read-Write] Whether this skeletal mesh overrides default LOD streaming settings.

  • physics_asset (PhysicsAsset): [Read-Write] Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.

  • positive_bounds_extension (Vector): [Read-Write] Bound extension values in addition to imported bound in the positive direction of XYZ,

    positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

  • post_process_anim_blueprint (type(Class)): [Read-Write] Animation Blueprint class to run as a post process for this mesh. This blueprint will be ran before physics, but after the main anim instance for any skeletal mesh component using this mesh.

  • sampling_info (SkeletalMeshSamplingInfo): [Read-Write] Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU.

  • shadow_physics_asset (PhysicsAsset): [Read-Write] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.

  • skel_mirror_axis (AxisType): [Read-Write] Skel Mirror Axis

  • skel_mirror_flip_axis (AxisType): [Read-Write] Skel Mirror Flip Axis

  • skel_mirror_table (Array(BoneMirrorInfo)): [Read-Write] List of bones that should be mirrored.

  • skeleton (Skeleton): [Read-Only] Skeleton of this skeletal mesh *

  • skin_weight_profiles (Array(SkinWeightProfileInfo)): [Read-Write] Set of skin weight profiles associated with this mesh

  • support_lod_streaming (PerPlatformBool): [Read-Write] Whether we can stream the LODs of this mesh

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

find_socket(socket_name)SkeletalMeshSocket

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

Parameters

socket_name (Name) –

Returns

Return type

SkeletalMeshSocket

find_socket_and_index(socket_name) -> (SkeletalMeshSocket, out_index=int32)

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()

Parameters

socket_name (Name) –

Returns

out_index (int32):

Return type

int32

find_socket_info(socket_name) -> (SkeletalMeshSocket, out_transform=Transform, out_bone_index=int32, out_index=int32)

Find a socket object and asscociated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also rteturns the socket loca transform and the bone index (if any)

Parameters

socket_name (Name) –

Returns

out_transform (Transform):

out_bone_index (int32):

out_index (int32):

Return type

tuple

get_all_morph_target_names()

Returns the list of all morph targets of this skeletal mesh

Returns

The list of morph targets

Return type

Array(str)

get_bounds()BoxSphereBounds

Get the extended bounds of this mesh (imported bounds plus bounds extension)

Returns

Return type

BoxSphereBounds

get_imported_bounds()BoxSphereBounds

Get the original imported bounds of the skel mesh

Returns

Return type

BoxSphereBounds

get_node_mapping_container(source_asset)NodeMappingContainer

Get Node Mapping Container

Parameters

source_asset (Blueprint) –

Returns

Return type

NodeMappingContainer

get_socket_by_index(index)SkeletalMeshSocket

Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.

Parameters

index (int32) –

Returns

Return type

SkeletalMeshSocket

is_section_using_cloth(section_index, check_corresponding_sections=True)bool

Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed)

Parameters
  • section_index (int32) – Index to check

  • check_corresponding_sections (bool) – Whether to check corresponding sections for disabled sections

Returns

Return type

bool

property lod_settings

[Read-Write] LODSettings

Type

(SkeletalMeshLODSettings)

property materials

[Read-Write] List of materials applied to this mesh.

Type

(Array(SkeletalMaterial))

property mesh_clothing_assets

[Read-Only] Clothing assets imported to this mesh. May or may not be in use currently on the mesh. Ordering not guaranteed, use the provided getters to access elements in this array whenever possible

Type

(Array(ClothingAssetBase))

property morph_targets

[Read-Write] Morph Targets

Type

(Array(MorphTarget))

property negative_bounds_extension

[Read-Only] Bound extension values in addition to imported bound in the negative direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

Type

(Vector)

property node_mapping_data

[Read-Only] Mapping data that is saved

Type

(Array(NodeMappingContainer))

num_sockets() → int32

Returns the number of sockets available. Both on this mesh and it’s skeleton.

Returns

Return type

int32

property physics_asset

[Read-Only] Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.

Type

(PhysicsAsset)

property positive_bounds_extension

[Read-Only] Bound extension values in addition to imported bound in the positive direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

Type

(Vector)

property post_process_anim_blueprint

[Read-Only] Animation Blueprint class to run as a post process for this mesh. This blueprint will be ran before physics, but after the main anim instance for any skeletal mesh component using this mesh.

Type

(type(Class))

regenerate_lod(new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False)bool

Regenerate LODs of the mesh

Parameters
  • new_lod_count (int32) – Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate

  • regenerate_even_if_imported (bool) – If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones

  • generate_base_lod (bool) – If this is true and there is some reduction data, the base LOD will be reduce according to the settings

Returns

true if succeed. If mesh reduction is not available this will return false.

Return type

bool

remove_lo_ds(to_remove_lo_ds)bool

Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.

Parameters

to_remove_lo_ds (Array(int32)) – The LODs we need to remove

Returns

true if the successfully remove all the LODs. False otherwise, but evedn if it return false it will have removed all valid LODs.

Return type

bool

rename_socket(old_name, new_name)bool

Rename a socket within a skeleton

Parameters
  • old_name (Name) – The old name of the socket

  • new_name (Name) – The new name of the socket

Returns

true if the renaming succeeded.

Return type

bool

property shadow_physics_asset

[Read-Only] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.

Type

(PhysicsAsset)

property skeleton

[Read-Only] Skeleton of this skeletal mesh *

Type

(Skeleton)

strip_lod_geometry(lod_index, texture_mask, threshold)bool

This function will strip all triangle in the specified LOD that don’t have any UV area pointing on a black pixel in the TextureMask. We use the UVChannel 0 to find the pixels in the texture.

Parameters
  • lod_index (int32) –

  • texture_mask (Texture2D) –

  • threshold (float) –

Returns

Return type

bool