unreal.CustomizableObject
¶
- class unreal.CustomizableObject(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Customizable Object
C++ Source:
Plugin: Mutable
Module: CustomizableObject
File: CustomizableObject.h
Editor Properties: (see get_editor_property/set_editor_property)
disable_texture_layout_management
(bool): [Read-Write]enable16_bit_bone_weights
(bool): [Read-Only] TODO: Enable 16 bit weightsenable_alt_skin_weight_profiles
(bool): [Read-Write]enable_clothing
(bool): [Read-Write]enable_physics_asset_merge
(bool): [Read-Write]enable_real_time_morph_targets
(bool): [Read-Write]image_properties
(Array[MutableModelImageProperties]): [Read-Only]lod_settings
(MutableLODSettings): [Read-Write]mesh_compile_type
(MutableCompileMeshType): [Read-Write] Options when compiling this customizable object (see EMutableCompileMeshType declaration for info)reference_skeletal_meshes
(Array[SkeletalMesh]): [Read-Write] All the SkeletalMeshes generated for this CustomizableObject instances will use the Reference Skeletal Mesh properties for everything that Mutable doesn’t create or modify. This includes data like LOD distances, Physics properties, Bounding Volumes, Skeleton, etc.While a CustomizableObject instance is being created for the first time, and in some situation with lots of objects this may require some seconds, the Reference Skeletal Mesh is used for the actor. This works as a better solution than the alternative of not showing anything, although this can be disabled with the function “SetReplaceDiscardedWithReferenceMeshEnabled” (See the c++ section).
For more information on this topic read the Basic Concepts at work.anticto.com.
working_set
(Array[CustomizableObject]): [Read-Write] Array of elements to use with compile option CompileType = WorkingSet
- create_instance() CustomizableObjectInstance ¶
Create Instance
- Return type:
- find_parameter(name) int32 ¶
Get the index of a parameter
- Parameters:
name (str) –
- Return type:
int32
- get_component_count() int32 ¶
Method to query the amount of components this Customizable Object has. warning: It must be invoked from a COInstance to ensure that the CO has been compiled
- Return type:
int32
- get_int_parameter_available_option(param_index, k) str ¶
Gets the Name of the option at position K in the list of available options for the int parameter. Useful to enumerate the int parameter’s possible options (Ex: “Hat1”, “Hat2”, “Cap”, “Nothing”)
- Parameters:
param_index (int32) –
k (int32) –
- Return type:
- get_int_parameter_num_options(param_index) int32 ¶
Returns how many possible options an int parameter has
- Parameters:
param_index (int32) –
- Return type:
int32
- get_parameter_count() int32 ¶
Get the number of parameters available in any instance.
- Return type:
int32
- get_parameter_description_count(param_name) int32 ¶
Get the number of description images available for a parameter
- Parameters:
param_name (str) –
- Return type:
int32
- get_parameter_name(param_index) str ¶
Get the name of a parameter
- Parameters:
param_index (int32) –
- Return type:
- get_parameter_type(param_index) MutableParameterType ¶
Get the type of a parameter
- Parameters:
param_index (int32) –
- Return type:
- get_parameter_type_by_name(name) MutableParameterType ¶
Get Parameter Type by Name
- Parameters:
name (str) –
- Return type:
- get_parameter_ui_metadata(param_name) ParameterUIData ¶
Get Parameter UIMetadata
- Parameters:
param_name (str) –
- Return type:
- get_parameter_ui_metadata_from_index(param_index) ParameterUIData ¶
Get Parameter UIMetadata from Index
- Parameters:
param_index (int32) –
- Return type:
- get_state_count() int32 ¶
Get State Count
- Return type:
int32
- get_state_parameter_count(state_name) int32 ¶
Get State Parameter Count
- Parameters:
state_name (str) –
- Return type:
int32
- get_state_ui_metadata(state_name) ParameterUIData ¶
Get State UIMetadata
- Parameters:
state_name (str) –
- Return type:
- get_state_ui_metadata_from_index(state_index) ParameterUIData ¶
Get State UIMetadata from Index
- Parameters:
state_index (int32) –
- Return type: