unreal.EditorSkeletalMeshLibrary

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

Bases: unreal.BlueprintFunctionLibrary

Utility class to altering and analyzing a SkeletalMesh and use the common functionalities of the SkeletalMesh Editor. The editor should not be in play in editor mode.

C++ Source:

  • Plugin: EditorScriptingUtilities

  • Module: EditorScriptingUtilities

  • File: EditorSkeletalMeshLibrary.h

classmethod create_physics_asset(skeletal_mesh) PhysicsAsset

This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import

Parameters

skeletal_mesh (SkeletalMesh) –

Return type

PhysicsAsset

classmethod get_lod_build_settings(skeletal_mesh, lod_index) SkeletalMeshBuildSettings

Get Lod Build Settings deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
Returns

out_build_options (SkeletalMeshBuildSettings):

Return type

SkeletalMeshBuildSettings

classmethod get_lod_count(skeletal_mesh) int32

Get LODCount deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters

skeletal_mesh (SkeletalMesh) –

Return type

int32

classmethod get_num_verts(skeletal_mesh, lod_index) int32

Get Num Verts deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
Return type

int32

classmethod import_lod(base_mesh, lod_index, source_filename) int32

Import LOD deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
  • base_mesh (SkeletalMesh) –

  • lod_index (int32) –

  • source_filename (str) –

Return type

int32

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

Regenerate LOD deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
  • skeletal_mesh (SkeletalMesh) –

  • new_lod_count (int32) –

  • regenerate_even_if_imported (bool) –

  • generate_base_lod (bool) –

Return type

bool

classmethod reimport_all_custom_lo_ds(skeletal_mesh) bool

Reimport All Custom LODs deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters

skeletal_mesh (SkeletalMesh) –

Return type

bool

classmethod remove_lo_ds(skeletal_mesh, 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
  • skeletal_mesh (SkeletalMesh) – The mesh inside which we are renaming a socket

  • 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

classmethod rename_socket(skeletal_mesh, old_name, new_name) bool

Rename Socket deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
Return type

bool

classmethod set_lod_build_settings(skeletal_mesh, lod_index, build_options) None

Set Lod Build Settings deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters
classmethod strip_lod_geometry(skeletal_mesh, 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
Return type

bool