unreal.GeometryScript_SceneUtils

class unreal.GeometryScript_SceneUtils(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Geometry Script Library Scene Utility Functions

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: SceneUtilityFunctions.h

classmethod copy_collision_meshes_from_object(from_object, to_dynamic_mesh, transform_to_world, use_complex_collision=False, sphere_resolution=16, debug=None) -> (DynamicMesh, local_to_world=Transform, outcome=GeometryScriptOutcomePins)

Extract the Collision Geometry from FromObject and copy/approximate it with meshes stored in ToDynamicMesh. For Simple Collision, FromObject can be a StaticMesh Asset or any PrimitiveComponent For Complex Collision, FromObject can be a StaticMesh Asset, StaticMeshComponent, or DynamicMeshComponent

Parameters:
  • from_object (Object) –

  • to_dynamic_mesh (DynamicMesh) –

  • transform_to_world (bool) – if true, output mesh is in World space

  • use_complex_collision (bool) – if true, complex collision is extracted, otherwise Simple collision shapes are meshed

  • sphere_resolution (int32) – determines tessellation density of sphere and capsule shapes

  • debug (GeometryScriptDebug) –

Returns:

local_to_world (Transform): local-to-world transform is returned here (whether mesh is in local or world space)

outcome (GeometryScriptOutcomePins):

Return type:

tuple

classmethod copy_mesh_from_component(component, to_dynamic_mesh, options, transform_to_world, debug=None) -> (DynamicMesh, local_to_world=Transform, outcome=GeometryScriptOutcomePins)

Copy the mesh from a given Component to a Dynamic Mesh. StaticMeshComponent, DynamicMeshCompnent, and BrushComponent are supported. This function offers minimal control over the copying, if more control is needed for Static Meshes, use CopyMeshFromStaticMesh.

Parameters:
Returns:

local_to_world (Transform): local-to-world transform is returned here (whether mesh is in local or world space)

outcome (GeometryScriptOutcomePins):

Return type:

tuple

classmethod create_dynamic_mesh_pool() DynamicMeshPool

Create a new UDynamicMeshPool object. Caller needs to create a UProperty reference to the returned object, or it will be garbage-collected.

Return type:

DynamicMeshPool

classmethod set_component_material_list(component, material_list, debug=None) None

Configure the Material set on a PrimitiveComponent, by repeatedly calling SetMaterial. This is a simple utility function and it’s behavior will depend on the specifics of the Component.

Parameters: