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 weights

  • enable_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:

CustomizableObjectInstance

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:

str

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:

str

get_parameter_type(param_index) MutableParameterType

Get the type of a parameter

Parameters:

param_index (int32) –

Return type:

MutableParameterType

get_parameter_type_by_name(name) MutableParameterType

Get Parameter Type by Name

Parameters:

name (str) –

Return type:

MutableParameterType

get_parameter_ui_metadata(param_name) ParameterUIData

Get Parameter UIMetadata

Parameters:

param_name (str) –

Return type:

ParameterUIData

get_parameter_ui_metadata_from_index(param_index) ParameterUIData

Get Parameter UIMetadata from Index

Parameters:

param_index (int32) –

Return type:

ParameterUIData

get_state_count() int32

Get State Count

Return type:

int32

get_state_name(state_index) str

Get State Name

Parameters:

state_index (int32) –

Return type:

str

get_state_parameter_count(state_name) int32

Get State Parameter Count

Parameters:

state_name (str) –

Return type:

int32

get_state_parameter_name(state_name, parameter_index) str

Get State Parameter Name

Parameters:
  • state_name (str) –

  • parameter_index (int32) –

Return type:

str

get_state_ui_metadata(state_name) ParameterUIData

Get State UIMetadata

Parameters:

state_name (str) –

Return type:

ParameterUIData

get_state_ui_metadata_from_index(state_index) ParameterUIData

Get State UIMetadata from Index

Parameters:

state_index (int32) –

Return type:

ParameterUIData

is_compiled() bool

This will always return true in a packaged game

Return type:

bool

load_mask_out_cache() None

Call before using Mutable’s Projector testing with mask out features. It should only be loaded when needed because it can spend quite a lot of memory Can cause a loading hitch

unload_mask_out_cache() None

Call after having used Mutable’s Projector testing with mask out features. It should be unloaded because it can spend quite a lot of memory