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-importingasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetdisable_below_min_lod_stripping
(PerPlatformBool): [Read-Write] When true all LODs below MinLod will still be cookedenable_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 datahair_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 datahair_groups_meshes
(Array[HairGroupsMeshesSourceDescription]): [Read-Write] Meshes - Source description datahair_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 cookrigged_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_interpolation_type: GroomInterpolationType¶
[Read-Write] Type of interpolation used (WIP)
- Type:
- 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: