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 Dataasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetdefault_animating_rig
(Object): [Read-Write] Default Animating Rigdefault_destructible_parameters
(DestructibleParameters): [Read-Write] Parameters controlling the destruction behavior.disable_below_min_lod_stripping
(PerPlatformBool): [Read-Write] Disable Below Min Lod Strippingenable_per_poly_collision
(bool): [Read-Write] Enable Per Poly Collisionfracture_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] LODSettingsmaterials
(Array(SkeletalMaterial)): [Read-Write] Materialsmax_num_optional_lo_ds
(PerPlatformInt): [Read-Write] Max Num Optional LODsmax_num_streamed_lo_ds
(PerPlatformInt): [Read-Write] Max Num Streamed LODsmesh_clothing_assets
(Array(ClothingAssetBase)): [Read-Write] Mesh Clothing Assetsmin_lod
(PerPlatformInt): [Read-Write] Min Lodmorph_targets
(Array(MorphTarget)): [Read-Write] Morph Targetsnegative_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 Streamnode_mapping_data
(Array(NodeMappingContainer)): [Read-Write] Node Mapping Datanum_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.override_lod_streaming_settings
(bool): [Read-Write] Override LODStreaming Settingsphysics_asset
(PhysicsAsset): [Read-Write] Physics Assetpositive_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 Blueprintsampling_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 Assetskel_mirror_axis
(AxisType): [Read-Write] Skel Mirror Axisskel_mirror_flip_axis
(AxisType): [Read-Write] Skel Mirror Flip Axisskel_mirror_table
(Array(BoneMirrorInfo)): [Read-Write] Skel Mirror Tableskeleton
(Skeleton): [Read-Only] Skeletonskin_weight_profiles
(Array(SkinWeightProfileInfo)): [Read-Write] Set of skin weight profiles associated with this meshsupport_lod_streaming
(PerPlatformBool): [Read-Write] B Support LODStreamingsupport_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 effectsthumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info