unreal.GroomCacheImportSettings
¶
- class unreal.GroomCacheImportSettings(import_groom_cache=True, frame_start=0, frame_end=0, skip_empty_frames=False, import_groom_asset=True, groom_asset=[''])¶
Bases:
unreal.StructBase
Groom Cache Import Settings
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomCacheImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
frame_end
(int32): [Read-Write] Frame End: Ending index to stop sampling the animation atframe_start
(int32): [Read-Write] Frame Start: Starting index to start sampling the animation fromgroom_asset
(SoftObjectPath): [Read-Write] Groom Asset: The groom asset the groom cache will be built from (must be compatible)import_groom_asset
(bool): [Read-Write] Import Groom Asset: Import or re-import the groom asset from this fileimport_groom_cache
(bool): [Read-Write] Import Groom Cache: Import the animated groom that was detected in this fileskip_empty_frames
(bool): [Read-Write] Skip Empty Frames: Skip empty (pre-roll) frames and start importing at the frame which actually contains data
- property frame_end¶
[Read-Write] Frame End: Ending index to stop sampling the animation at
- Type
(int32)
- property frame_start¶
[Read-Write] Frame Start: Starting index to start sampling the animation from
- Type
(int32)
- property groom_asset¶
[Read-Write] Groom Asset: The groom asset the groom cache will be built from (must be compatible)
- Type
- property hair_strands_asset¶
‘hair_strands_asset’ was renamed to ‘groom_asset’.
- Type
deprecated
- property import_groom_asset¶
[Read-Write] Import Groom Asset: Import or re-import the groom asset from this file
- Type
(bool)