unreal.UsdMeshAssetOptions

class unreal.UsdMeshAssetOptions(use_payload=False, payload_format='', bake_materials=False, remove_unreal_materials=False, material_baking_options=[[[MaterialProperty.MP_BASE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_METALLIC, False, [0, 0], False, 0.0], [MaterialProperty.MP_SPECULAR, False, [0, 0], False, 0.0], [MaterialProperty.MP_ROUGHNESS, False, [0, 0], False, 0.0], [MaterialProperty.MP_ANISOTROPY, False, [0, 0], False, 0.0], [MaterialProperty.MP_EMISSIVE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY_MASK, False, [0, 0], False, 0.0], [MaterialProperty.MP_NORMAL, False, [0, 0], False, 0.0], [MaterialProperty.MP_TANGENT, False, [0, 0], False, 0.0], [MaterialProperty.MP_SUBSURFACE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_AMBIENT_OCCLUSION, False, [0, 0], False, 0.0]], [128, 128], ['']], lowest_mesh_lod=0, highest_mesh_lod=7)

Bases: unreal.StructBase

Usd Mesh Asset Options

C++ Source:

  • Plugin: USDImporter

  • Module: USDExporter

  • File: USDAssetOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_materials (bool): [Read-Write] Bake Materials: Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assets

  • highest_mesh_lod (int32): [Read-Write] Highest Mesh LOD: Highest of the LOD indices to export static and skeletal meshes with

  • lowest_mesh_lod (int32): [Read-Write] Lowest Mesh LOD: Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)

  • material_baking_options (UsdMaterialBakingOptions): [Read-Write] Material Baking Options

  • payload_format (str): [Read-Write] Payload Format: USD format to use for exported payload files

  • remove_unreal_materials (bool): [Read-Write] Remove Unreal Materials: Whether to remove the ‘unrealMaterial’ attribute after binding the corresponding baked material

  • use_payload (bool): [Read-Write] Use Payload: If true, the mesh data is exported to yet another “payload” file, and referenced via a payload composition arc

property bake_materials

[Read-Write] Bake Materials: Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assets

Type

(bool)

property highest_mesh_lod

[Read-Write] Highest Mesh LOD: Highest of the LOD indices to export static and skeletal meshes with

Type

(int32)

property lowest_mesh_lod

[Read-Write] Lowest Mesh LOD: Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)

Type

(int32)

property material_baking_options

[Read-Write] Material Baking Options

Type

(UsdMaterialBakingOptions)

property payload_format

[Read-Write] Payload Format: USD format to use for exported payload files

Type

(str)

property remove_unreal_materials

[Read-Write] Remove Unreal Materials: Whether to remove the ‘unrealMaterial’ attribute after binding the corresponding baked material

Type

(bool)

property use_payload

[Read-Write] Use Payload: If true, the mesh data is exported to yet another “payload” file, and referenced via a payload composition arc

Type

(bool)