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 Streamnum_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:
- 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