unreal.GeometryScript_NewAssetUtils

class unreal.GeometryScript_NewAssetUtils(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: BlueprintFunctionLibrary

Geometry Script Library Create New Asset Functions

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingEditor

  • File: CreateNewAssetUtilityFunctions.h

classmethod create_new_static_mesh_asset_from_mesh(from_dynamic_mesh, asset_path_and_name, options, debug=None) -> (StaticMesh, outcome=GeometryScriptOutcomePins)

Create New Static Mesh Asset from Mesh

Parameters:
Returns:

outcome (GeometryScriptOutcomePins):

Return type:

GeometryScriptOutcomePins

classmethod create_new_texture2d_asset(from_texture, asset_path_and_name, options, debug=None) -> (Texture2D, outcome=GeometryScriptOutcomePins)

Create New Texture 2DAsset

Parameters:
Returns:

outcome (GeometryScriptOutcomePins):

Return type:

GeometryScriptOutcomePins

classmethod create_new_volume_from_mesh(from_dynamic_mesh, create_in_world, actor_transform, base_actor_name, options, debug=None) -> (Volume, create_in_world=World, outcome=GeometryScriptOutcomePins)

Create New Volume from Mesh

Parameters:
Returns:

create_in_world (World):

outcome (GeometryScriptOutcomePins):

Return type:

tuple

classmethod create_unique_new_asset_path_name(asset_folder_path, base_asset_name, options, debug=None) -> (unique_asset_path_and_name=str, unique_asset_name=str, outcome=GeometryScriptOutcomePins)

Create Unique New Asset Path Name

Parameters:
Returns:

unique_asset_path_and_name (str):

unique_asset_name (str):

outcome (GeometryScriptOutcomePins):

Return type:

tuple