unreal.SkeletalMeshMergeParams
¶
- class unreal.SkeletalMeshMergeParams(mesh_section_mappings=[], uv_transforms_per_mesh=[], meshes_to_merge=[], strip_top_lods=0, needs_cpu_access=False, skeleton_before=False, skeleton=None)¶
Bases:
unreal.StructBase
Struct containing all parameters used to perform a Skeletal Mesh merge.
C++ Source:
Plugin: SkeletalMerging
Module: SkeletalMerging
File: SkeletalMergingLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
mesh_section_mappings
(Array(SkelMeshMergeSectionMapping)): [Read-Write] Mesh Section Mappings: An optional array to map sections from the source meshes to merged section entriesmeshes_to_merge
(Array(SkeletalMesh)): [Read-Write] Meshes to Merge: The list of skeletal meshes to merge.needs_cpu_access
(bool): [Read-Write] Needs Cpu Access: Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).skeleton
(Skeleton): [Read-Write] Skeleton: Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK.skeleton_before
(bool): [Read-Write] Skeleton Before: Update skeleton before merge. Otherwise, update after. Skeleton must also be provided.strip_top_lods
(int32): [Read-Write] Strip Top LODS: The number of high LODs to remove from input meshesuv_transforms_per_mesh
(Array(SkelMeshMergeMeshUVTransforms)): [Read-Write] UVTransforms Per Mesh: An optional array to transform the UVs in each mesh
- property mesh_section_mappings¶
[Read-Write] Mesh Section Mappings: An optional array to map sections from the source meshes to merged section entries
- Type
- property meshes_to_merge¶
[Read-Write] Meshes to Merge: The list of skeletal meshes to merge.
- Type
- property needs_cpu_access¶
[Read-Write] Needs Cpu Access: Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).
- Type
(bool)
- property skeleton¶
[Read-Write] Skeleton: Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK.
- Type
(Skeleton)
- property skeleton_before¶
[Read-Write] Skeleton Before: Update skeleton before merge. Otherwise, update after. Skeleton must also be provided.
- Type
(bool)
- property strip_top_lods¶
[Read-Write] Strip Top LODS: The number of high LODs to remove from input meshes
- Type
(int32)
- property uv_transforms_per_mesh¶
[Read-Write] UVTransforms Per Mesh: An optional array to transform the UVs in each mesh
- Type