unreal.GeometryCollectionSource

class unreal.GeometryCollectionSource(source_geometry_object: SoftObjectPath = Ellipsis, local_transform: Transform = Ellipsis, source_material: Array[MaterialInterface] = [], add_internal_materials: bool = False, split_components: bool = False)

Bases: StructBase

Geometry Collection Source

C++ Source:

  • Module: GeometryCollectionEngine

  • File: GeometryCollectionObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • add_internal_materials (bool): [Read-Write] Add Internal Materials: Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.

  • local_transform (Transform): [Read-Write] Local Transform

  • source_geometry_object (SoftObjectPath): [Read-Write] Source Geometry Object

  • source_material (Array[MaterialInterface]): [Read-Write] Source Material

  • split_components (bool): [Read-Write] Split Components: Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones.

property add_internal_materials: bool

[Read-Write] Add Internal Materials: Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.

Type:

(bool)

property local_transform: Transform

[Read-Write] Local Transform

Type:

(Transform)

property source_geometry_object: SoftObjectPath

[Read-Write] Source Geometry Object

Type:

(SoftObjectPath)

property source_material: Array[MaterialInterface]

[Read-Write] Source Material

Type:

(Array[MaterialInterface])

property split_components: bool

[Read-Write] Split Components: Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones.

Type:

(bool)