unreal.SkinnedAsset

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

Bases: StreamableRenderAsset

Skinned Asset

C++ Source:

  • Module: Engine

  • File: SkinnedAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • global_force_mip_levels_to_be_resident (bool): [Read-Write] Global Force Mip Levels to be Resident: Global and serialized version of ForceMiplevelsToBeResident.

  • never_stream (bool): [Read-Write] Never Stream

  • num_cinematic_mip_levels (int32): [Read-Write] Num Cinematic Mip Levels: Number of mip-levels to use for cinematic quality.

find_socket(socket_name) SkeletalMeshSocket

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

Parameters:

socket_name (Name) –

Return type:

SkeletalMeshSocket

find_socket_info(socket_name) -> (SkeletalMeshSocket, out_transform=Transform, out_bone_index=int32, out_index=int32)

Find a socket object and associated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also returns the socket transform and the bone index (if any)

Parameters:

socket_name (Name) –

Returns:

out_transform (Transform):

out_bone_index (int32):

out_index (int32):

Return type:

tuple