unreal.DatasmithMeshElement

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

Bases: unreal.DatasmithObjectElement

UDatasmithMeshElement defines an actual geometry.

C++ Source:

  • Plugin: DatasmithImporter

  • Module: DatasmithImporter

  • File: DatasmithUObjectElements.h

get_bounding_box_depth()float

Get the bounding box depth

Returns

Return type

float

get_bounding_box_height()float

Get the bounding box height

Returns

Return type

float

get_bounding_box_size()Vector

Get the bounding box represented by a Vector. X is Width, Y is Height, Z is Depth.

Returns

Return type

Vector

get_bounding_box_width()float

Get the bounding box width

Returns

Return type

float

get_file()str

Get the output filename, it can be absolute or relative to the scene file

Returns

Return type

str

get_light_map_area()float

Get the total surface area

Returns

Return type

float

get_lightmap_coordinate_index()int32

Get the UV channel that will be used for the lightmap

Returns

Return type

int32

get_lightmap_source_uv()int32

Get the source UV channel that will be used at import to generate the lightmap UVs

Returns

Return type

int32

get_material(slot_id)str

Get the material name in the material slot SlotId

Parameters

slot_id (int32) –

Returns

Return type

str

set_lightmap_coordinate_index(uv_channel)None

Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation

Parameters

uv_channel (int32) –

set_lightmap_source_uv(uv_channel)None

Set the source UV channel that will be used at import to generate the lightmap UVs

Parameters

uv_channel (int32) –

set_material(material_name, slot_id)None

Set the material name to associate with slot SlotId

Parameters
  • material_name (str) –

  • slot_id (int32) –