unreal.GroomAsset

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

Bases: Object

Implements an asset that can be used to store hair strands

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Only] Asset data to be used when re-importing

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write] When true all LODs below MinLod will still be cooked

  • enable_global_interpolation (bool): [Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)

  • hair_groups_cards (Array[HairGroupsCardsSourceDescription]): [Read-Write] Cards - Source description data

  • hair_groups_info (Array[HairGroupInfoWithVisibility]): [Read-Write]

  • hair_groups_interpolation (Array[HairGroupsInterpolation]): [Read-Write]

  • hair_groups_lod (Array[HairGroupsLOD]): [Read-Write]

  • hair_groups_materials (Array[HairGroupsMaterial]): [Read-Write] Meshes - Source description data

  • hair_groups_meshes (Array[HairGroupsMeshesSourceDescription]): [Read-Write] Meshes - Source description data

  • hair_groups_physics (Array[HairGroupsPhysics]): [Read-Write]

  • hair_groups_rendering (Array[HairGroupsRendering]): [Read-Write]

  • hair_interpolation_type (GroomInterpolationType): [Read-Write] Type of interpolation used (WIP)

  • min_lod (PerPlatformInt): [Read-Write] Minimum LOD to cook

  • rigged_skeletal_mesh (SkeletalMesh): [Read-Only] Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings

property deformed_skeletal_mesh: SkeletalMesh

‘deformed_skeletal_mesh’ was renamed to ‘rigged_skeletal_mesh’.

Type:

deprecated

property enable_global_interpolation: bool

[Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)

Type:

(bool)

property hair_groups_cards: None

[Read-Write] Cards - Source description data

Type:

(Array[HairGroupsCardsSourceDescription])

property hair_groups_interpolation: None

[Read-Write]

Type:

(Array[HairGroupsInterpolation])

property hair_groups_lod: None

[Read-Write]

Type:

(Array[HairGroupsLOD])

property hair_groups_materials: None

[Read-Write] Meshes - Source description data

Type:

(Array[HairGroupsMaterial])

property hair_groups_meshes: None

[Read-Write] Meshes - Source description data

Type:

(Array[HairGroupsMeshesSourceDescription])

property hair_groups_physics: None

[Read-Write]

Type:

(Array[HairGroupsPhysics])

property hair_groups_rendering: None

[Read-Write]

Type:

(Array[HairGroupsRendering])

property hair_interpolation_type: GroomInterpolationType

[Read-Write] Type of interpolation used (WIP)

Type:

(GroomInterpolationType)

property rigged_skeletal_mesh: SkeletalMesh

[Read-Only] Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings

Type:

(SkeletalMesh)