unreal.GeometryCollectionSource

class unreal.GeometryCollectionSource(source_geometry_object: SoftObjectPath = Ellipsis, local_transform: Transform = Ellipsis, source_material: None = [], add_internal_materials: bool = False, split_components: bool = False)

Bases: StructBase

Geometry Collection Source

C++ Source:

  • Module: GeometryCollectionEngine

  • File: GeometryCollectionObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • add_internal_materials (bool): [Read-Write] Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.

  • local_transform (Transform): [Read-Write]

  • source_geometry_object (SoftObjectPath): [Read-Write]

  • source_material (Array[MaterialInterface]): [Read-Write]

  • split_components (bool): [Read-Write] Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones.

property add_internal_materials: bool

[Read-Write] Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.

Type:

(bool)

property local_transform: Transform

[Read-Write]

Type:

(Transform)

property source_geometry_object: SoftObjectPath

[Read-Write]

Type:

(SoftObjectPath)

property source_material: None

[Read-Write]

Type:

(Array[MaterialInterface])

property split_components: bool

[Read-Write] Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones.

Type:

(bool)