unreal.InterchangeGenericMeshPipeline

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

Bases: InterchangePipelineBase

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C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericMeshPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • build_nanite (bool): [Read-Write] Build Nanite: If enabled this option will allow you to use Nanite rendering at runtime. Can only be used with simple opaque materials.

  • build_reversed_index_buffer (bool): [Read-Write] Build Reversed Index Buffer: If enabled this option will make sure the staticmesh build a reverse index buffer.

  • build_scale3d (Vector): [Read-Write] Build Scale 3D: The local scale applied when building the mesh

  • combine_skeletal_meshes (bool): [Read-Write] Combine Skeletal Meshes: If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

  • combine_static_meshes (bool): [Read-Write] Combine Static Meshes: If enabled, all translated static mesh nodes will be imported as a single static mesh.

  • create_physics_asset (bool): [Read-Write] Create Physics Asset: If checked, create new PhysicsAsset if it doesn’t have it

  • distance_field_replacement_mesh (StaticMesh): [Read-Write] Distance Field Replacement Mesh

  • distance_field_resolution_scale (float): [Read-Write] Distance Field Resolution Scale: Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write] Dst Lightmap Index

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Generate Distance Field as if Two Sided: Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

  • generate_lightmap_u_vs (bool): [Read-Write] Generate Lightmap UVs: If enabled this option will generate lightmap for this staticmesh.

  • import_collision_according_to_mesh_name (bool): [Read-Write] Import Collision According to Mesh Name: If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

    Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

  • import_morph_targets (bool): [Read-Write] Import Morph Targets: If enable any morph target shape will be imported.

  • import_skeletal_meshes (bool): [Read-Write] Import Skeletal Meshes: If enable, import the animation asset find in the sources.

  • import_static_meshes (bool): [Read-Write] Import Static Meshes: If enabled, import the static mesh asset found in the sources.

  • max_lumen_mesh_cards (int32): [Read-Write] Max Lumen Mesh Cards: Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

  • min_lightmap_resolution (int32): [Read-Write] Min Lightmap Resolution

  • morph_threshold_position (float): [Read-Write] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.

  • one_convex_hull_per_ucx (bool): [Read-Write] One Convex Hull Per UCX: If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

  • physics_asset (PhysicsAsset): [Read-Write] Physics Asset: If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

  • skeletal_mesh_import_content_type (InterchangeSkeletalMeshContentType): [Read-Write] Skeletal Mesh Import Content Type: Re-import partially or totally a skeletal mesh. You can choose betwwen geometry, skinning or everything.

  • src_lightmap_index (int32): [Read-Write] Src Lightmap Index

  • support_face_remap (bool): [Read-Write] Support Face Remap

  • threshold_position (float): [Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.

  • threshold_tangent_normal (float): [Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.

  • threshold_uv (float): [Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.

  • update_skeleton_reference_pose (bool): [Read-Write] Update Skeleton Reference Pose: Enable this option to update Skeleton (of the mesh)’s reference pose. Mesh’s reference pose is always updated.

property build_nanite: bool

[Read-Write] Build Nanite: If enabled this option will allow you to use Nanite rendering at runtime. Can only be used with simple opaque materials.

Type:

(bool)

property build_reversed_index_buffer: bool

[Read-Write] Build Reversed Index Buffer: If enabled this option will make sure the staticmesh build a reverse index buffer.

Type:

(bool)

property build_scale3d: Vector

[Read-Write] Build Scale 3D: The local scale applied when building the mesh

Type:

(Vector)

property combine_skeletal_meshes: bool

[Read-Write] Combine Skeletal Meshes: If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

Type:

(bool)

property combine_static_meshes: bool

[Read-Write] Combine Static Meshes: If enabled, all translated static mesh nodes will be imported as a single static mesh.

Type:

(bool)

property create_physics_asset: bool

[Read-Write] Create Physics Asset: If checked, create new PhysicsAsset if it doesn’t have it

Type:

(bool)

property distance_field_replacement_mesh: StaticMesh

[Read-Write] Distance Field Replacement Mesh

Type:

(StaticMesh)

property distance_field_resolution_scale: float

[Read-Write] Distance Field Resolution Scale: Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

Type:

(float)

property dst_lightmap_index: int

[Read-Write] Dst Lightmap Index

Type:

(int32)

property generate_distance_field_as_if_two_sided: bool

[Read-Write] Generate Distance Field as if Two Sided: Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

Type:

(bool)

property generate_lightmap_u_vs: bool

[Read-Write] Generate Lightmap UVs: If enabled this option will generate lightmap for this staticmesh.

Type:

(bool)

property import_collision_according_to_mesh_name: bool

[Read-Write] Import Collision According to Mesh Name: If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

Type:

(bool)

property import_morph_targets: bool

[Read-Write] Import Morph Targets: If enable any morph target shape will be imported.

Type:

(bool)

property import_skeletal_meshes: bool

[Read-Write] Import Skeletal Meshes: If enable, import the animation asset find in the sources.

Type:

(bool)

property import_static_meshes: bool

[Read-Write] Import Static Meshes: If enabled, import the static mesh asset found in the sources.

Type:

(bool)

property max_lumen_mesh_cards: int

[Read-Write] Max Lumen Mesh Cards: Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

Type:

(int32)

property min_lightmap_resolution: int

[Read-Write] Min Lightmap Resolution

Type:

(int32)

property morph_threshold_position: float

[Read-Write] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.

Type:

(float)

property one_convex_hull_per_ucx: bool

[Read-Write] One Convex Hull Per UCX: If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

Type:

(bool)

property physics_asset: PhysicsAsset

[Read-Write] Physics Asset: If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

Type:

(PhysicsAsset)

property skeletal_mesh_import_content_type: InterchangeSkeletalMeshContentType

[Read-Write] Skeletal Mesh Import Content Type: Re-import partially or totally a skeletal mesh. You can choose betwwen geometry, skinning or everything.

Type:

(InterchangeSkeletalMeshContentType)

property src_lightmap_index: int

[Read-Write] Src Lightmap Index

Type:

(int32)

property support_face_remap: bool

[Read-Write] Support Face Remap

Type:

(bool)

property threshold_position: float

[Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.

Type:

(float)

property threshold_tangent_normal: float

[Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.

Type:

(float)

property threshold_uv: float

[Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.

Type:

(float)

property update_skeleton_reference_pose: bool

[Read-Write] Update Skeleton Reference Pose: Enable this option to update Skeleton (of the mesh)’s reference pose. Mesh’s reference pose is always updated.

Type:

(bool)