unreal.DestructibleMesh

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

Bases: unreal.SkeletalMesh

Holds an APEX destructible asset as well as an associated USkeletalMesh.

C++ Source:

  • Plugin: ApexDestruction

  • Module: ApexDestruction

  • File: DestructibleMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Write] Asset Import Data

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

  • default_animating_rig (Object): [Read-Write] Default Animating Rig

  • default_destructible_parameters (DestructibleParameters): [Read-Write] Parameters controlling the destruction behavior.

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write] Disable Below Min Lod Stripping

  • enable_per_poly_collision (bool): [Read-Write] Enable Per Poly Collision

  • fracture_effects (Array(FractureEffect)): [Read-Write] Fracture effects for each fracture level, unless overridden in the component.

  • 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] Materials

  • max_num_optional_lo_ds (PerPlatformInt): [Read-Write] Max Num Optional LODs

  • max_num_streamed_lo_ds (PerPlatformInt): [Read-Write] Max Num Streamed LODs

  • mesh_clothing_assets (Array(ClothingAssetBase)): [Read-Write] Mesh Clothing Assets

  • min_lod (PerPlatformInt): [Read-Write] Min Lod

  • 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] Node Mapping Data

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

  • override_lod_streaming_settings (bool): [Read-Write] Override LODStreaming Settings

  • physics_asset (PhysicsAsset): [Read-Write] Physics Asset

  • 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] Post Process Anim Blueprint

  • 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] Shadow Physics Asset

  • 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] Skel Mirror Table

  • skeleton (Skeleton): [Read-Only] Skeleton

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

  • support_lod_streaming (PerPlatformBool): [Read-Write] B Support LODStreaming

  • support_ray_tracing (bool): [Read-Write] If true, a ray tracing acceleration structure will be built for this mesh and it may be used in ray tracing effects

  • thumbnail_info (ThumbnailInfo): [Read-Only] Thumbnail Info