unreal.InterchangeGenericMeshPipeline

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

Bases: InterchangePipelineBase

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C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericMeshPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_influence_limit (int32): [Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

  • build_nanite (bool): [Read-Write] If enabled this option will allow you to use Nanite rendering at runtime. Can only be used with simple opaque materials.

  • build_reversed_index_buffer (bool): [Read-Write] If enabled this option will make sure the staticmesh build a reverse index buffer.

  • build_scale3d (Vector): [Read-Write] The local scale applied when building the mesh

  • combine_skeletal_meshes (bool): [Read-Write] If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

  • combine_static_meshes (bool): [Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

  • create_physics_asset (bool): [Read-Write] If checked, create new PhysicsAsset if it doesn’t have it

  • distance_field_replacement_mesh (StaticMesh): [Read-Write]

  • distance_field_resolution_scale (float): [Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write]

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

  • generate_lightmap_u_vs (bool): [Read-Write] If enabled this option will generate lightmap for this staticmesh.

  • import_collision_according_to_mesh_name (bool): [Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

    Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

  • import_morph_targets (bool): [Read-Write] If enable any morph target shape will be imported.

  • import_skeletal_meshes (bool): [Read-Write] If enable, import the animation asset find in the sources.

  • import_static_meshes (bool): [Read-Write] If enabled, import the static mesh asset found in the sources.

  • max_lumen_mesh_cards (int32): [Read-Write] Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

  • min_lightmap_resolution (int32): [Read-Write]

  • morph_threshold_position (float): [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

  • one_convex_hull_per_ucx (bool): [Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

  • physics_asset (PhysicsAsset): [Read-Write] If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

  • skeletal_mesh_import_content_type (InterchangeSkeletalMeshContentType): [Read-Write] Re-import partially or totally a skeletal mesh. You can choose betwwen geometry, skinning or everything.

  • src_lightmap_index (int32): [Read-Write]

  • support_face_remap (bool): [Read-Write]

  • threshold_position (float): [Read-Write] Threshold use to decide if two vertex position are equal.

  • threshold_tangent_normal (float): [Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.

  • threshold_uv (float): [Read-Write] Threshold use to decide if two UVs are equal.

  • update_skeleton_reference_pose (bool): [Read-Write] Enable this option to update Skeleton (of the mesh)’s reference pose. Mesh’s reference pose is always updated.

  • use_high_precision_skin_weights (bool): [Read-Write] If Checked, use 16 bits for skin weights instead of 8 bits.

property bone_influence_limit: int

[Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

Type:

(int32)

property build_nanite: bool

[Read-Write] If enabled this option will allow you to use Nanite rendering at runtime. Can only be used with simple opaque materials.

Type:

(bool)

property build_reversed_index_buffer: bool

[Read-Write] If enabled this option will make sure the staticmesh build a reverse index buffer.

Type:

(bool)

property build_scale3d: Vector

[Read-Write] The local scale applied when building the mesh

Type:

(Vector)

property combine_skeletal_meshes: bool

[Read-Write] If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

Type:

(bool)

property combine_static_meshes: bool

[Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

Type:

(bool)

property create_physics_asset: bool

[Read-Write] If checked, create new PhysicsAsset if it doesn’t have it

Type:

(bool)

property distance_field_replacement_mesh: StaticMesh

[Read-Write]

Type:

(StaticMesh)

property distance_field_resolution_scale: float

[Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

Type:

(float)

property dst_lightmap_index: int

[Read-Write]

Type:

(int32)

property generate_distance_field_as_if_two_sided: bool

[Read-Write] Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

Type:

(bool)

property generate_lightmap_u_vs: bool

[Read-Write] If enabled this option will generate lightmap for this staticmesh.

Type:

(bool)

property import_collision_according_to_mesh_name: bool

[Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

Type:

(bool)

property import_morph_targets: bool

[Read-Write] If enable any morph target shape will be imported.

Type:

(bool)

property import_skeletal_meshes: bool

[Read-Write] If enable, import the animation asset find in the sources.

Type:

(bool)

property import_static_meshes: bool

[Read-Write] If enabled, import the static mesh asset found in the sources.

Type:

(bool)

property max_lumen_mesh_cards: int

[Read-Write] Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

Type:

(int32)

property min_lightmap_resolution: int

[Read-Write]

Type:

(int32)

property morph_threshold_position: float

[Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

Type:

(float)

property one_convex_hull_per_ucx: bool

[Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

Type:

(bool)

property physics_asset: PhysicsAsset

[Read-Write] If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

Type:

(PhysicsAsset)

property skeletal_mesh_import_content_type: InterchangeSkeletalMeshContentType

[Read-Write] Re-import partially or totally a skeletal mesh. You can choose betwwen geometry, skinning or everything.

Type:

(InterchangeSkeletalMeshContentType)

property src_lightmap_index: int

[Read-Write]

Type:

(int32)

property support_face_remap: bool

[Read-Write]

Type:

(bool)

property threshold_position: float

[Read-Write] Threshold use to decide if two vertex position are equal.

Type:

(float)

property threshold_tangent_normal: float

[Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.

Type:

(float)

property threshold_uv: float

[Read-Write] Threshold use to decide if two UVs are equal.

Type:

(float)

property update_skeleton_reference_pose: bool

[Read-Write] Enable this option to update Skeleton (of the mesh)’s reference pose. Mesh’s reference pose is always updated.

Type:

(bool)

property use_high_precision_skin_weights: bool

[Read-Write] If Checked, use 16 bits for skin weights instead of 8 bits.

Type:

(bool)