unreal.CustomizableObject

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

Bases: Object

Customizable Object

C++ Source:

  • Plugin: Mutable

  • Module: CustomizableObject

  • File: CustomizableObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable16_bit_bone_weights (bool): [Read-Only] TODO: Enable 16 bit weights

  • enable_alt_skin_weight_profiles (bool): [Read-Write]

  • enable_anim_bp_physics_assets_manipualtion (bool): [Read-Write]

  • enable_clothing (bool): [Read-Write]

  • enable_physics_asset_merge (bool): [Read-Write]

  • enable_real_time_morph_targets (bool): [Read-Write]

  • enable_use_ref_skeletal_mesh_as_placeholder (bool): [Read-Write] Use the SkeletalMesh of reference as a placeholder until the custom mesh is ready to use.

    Note: If disabled, a null mesh will be used to replace the discarded mesh due to ‘ReplaceDiscardedWithReferenceMesh’ being enabled.

  • image_properties (Array[MutableModelImageProperties]): [Read-Only]

  • lod_settings (MutableLODSettings): [Read-Write]

  • low_priority_textures (Array[Name]): [Read-Write] Textures marked as low priority will generate defaulted resident mips (if texture streaming is enabled). Generating defaulted resident mips greatly reduce initial generation times.

  • mesh_compile_type (MutableCompileMeshType): [Read-Write] Options when compiling this customizable object (see EMutableCompileMeshType declaration for info)

  • reference_skeletal_meshes (Array[SkeletalMesh]): [Read-Write] All the SkeletalMeshes generated for this CustomizableObject instances will use the Reference Skeletal Mesh properties for everything that Mutable doesn’t create or modify. This includes data like LOD distances, Physics properties, Bounding Volumes, Skeleton, etc.

    While a CustomizableObject instance is being created for the first time, and in some situation with lots of objects this may require some seconds, the Reference Skeletal Mesh is used for the actor. This works as a better solution than the alternative of not showing anything, although this can be disabled with the function “SetReplaceDiscardedWithReferenceMeshEnabled” (See the c++ section).

    For more information on this topic read the Basic Concepts at work.anticto.com.

  • working_set (Array[CustomizableObject]): [Read-Write] Array of elements to use with compile option CompileType = WorkingSet

create_instance() CustomizableObjectInstance

Create Instance

Return type:

CustomizableObjectInstance

find_parameter(name) int32

Get the index of a parameter

Parameters:

name (str) –

Return type:

int32

get_bool_parameter_default_value(parameter_name) bool

Get the default value of a parameter of type Bool.

Parameters:

parameter_name (str) – The name of the Bool parameter to get the default value of.

Returns:

The default value of the provided parameter name.

Return type:

bool

get_color_parameter_default_value(parameter_name) LinearColor

Get the default value of a parameter of type Color.

Parameters:

parameter_name (str) – The name of the Color parameter to get the default value of.

Returns:

The default value of the provided parameter name.

Return type:

LinearColor

get_component_count() int32

Method to query the amount of components this Customizable Object has. warning: It must be invoked from a COInstance to ensure that the CO has been compiled

Return type:

int32

get_float_parameter_default_value(parameter_name) float

Get the default value of a parameter of type Float.

Parameters:

parameter_name (str) – The name of the Float parameter to get the default value of.

Returns:

The default value of the provided parameter name.

Return type:

float

get_int_parameter_available_option(param_index, k) str

Gets the Name of the option at position K in the list of available options for the int parameter. Useful to enumerate the int parameter’s possible options (Ex: “Hat1”, “Hat2”, “Cap”, “Nothing”)

Parameters:
  • param_index (int32) –

  • k (int32) –

Return type:

str

get_int_parameter_default_value(parameter_name) int32

Get the default value of a parameter of type Int.

Parameters:

parameter_name (str) – The name of the Int parameter to get the default value of.

Returns:

The default value of the provided parameter name.

Return type:

int32

get_int_parameter_num_options(param_index) int32

Returns how many possible options an int parameter has

Parameters:

param_index (int32) –

Return type:

int32

get_parameter_count() int32

Get the number of parameters available in any instance.

Return type:

int32

get_parameter_description_count(param_name) int32

Get the number of description images available for a parameter deprecated: Parameter decorations have been removed. This method will be removed in future versions.

Parameters:

param_name (str) –

Return type:

int32

get_parameter_name(param_index) str

Get the name of a parameter

Parameters:

param_index (int32) –

Return type:

str

get_parameter_type(param_index) MutableParameterType

Get the type of a parameter

Parameters:

param_index (int32) –

Return type:

MutableParameterType

get_parameter_type_by_name(name) MutableParameterType

Get Parameter Type by Name

Parameters:

name (str) –

Return type:

MutableParameterType

get_parameter_ui_metadata(param_name) ParameterUIData

Get Parameter UIMetadata

Parameters:

param_name (str) –

Return type:

ParameterUIData

get_parameter_ui_metadata_from_index(param_index) ParameterUIData

Get Parameter UIMetadata from Index

Parameters:

param_index (int32) –

Return type:

ParameterUIData

get_projector_parameter_default_value(parameter_name) -> (out_pos=Vector3f, out_direction=Vector3f, out_up=Vector3f, out_scale=Vector3f, out_angle=float, out_type=CustomizableObjectProjectorType)

Get the default value of a parameter of type Projector.

Parameters:

parameter_name (str) – The name of the Projector parameter to get the default value of.

Returns:

out_pos (Vector3f): The default position of the Projector.

out_direction (Vector3f): The default projection direction of the Projector.

out_up (Vector3f): The default up vector of the Projector.

out_scale (Vector3f): The default scale of the Projector.

out_angle (float): The default angle of the Projector.

out_type (CustomizableObjectProjectorType): The default type of the Projector.

Return type:

tuple

get_state_count() int32

Get State Count

Return type:

int32

get_state_name(state_index) str

Get State Name

Parameters:

state_index (int32) –

Return type:

str

get_state_parameter_count(state_name) int32

Get State Parameter Count

Parameters:

state_name (str) –

Return type:

int32

get_state_parameter_name(state_name, parameter_index) str

Get State Parameter Name

Parameters:
  • state_name (str) –

  • parameter_index (int32) –

Return type:

str

get_state_ui_metadata(state_name) ParameterUIData

Get State UIMetadata

Parameters:

state_name (str) –

Return type:

ParameterUIData

get_state_ui_metadata_from_index(state_index) ParameterUIData

Get State UIMetadata from Index

Parameters:

state_index (int32) –

Return type:

ParameterUIData

is_compiled() bool

This will always return true in a packaged game

Return type:

bool

is_parameter_multidimensional(parameter_name) bool

Return true or false depending if the parameter at the index provided is multidimensional or not.

Parameters:

parameter_name (str) – The name of the parameter to check.

Returns:

True if the parameter is multidimensional and false if it is not.

Return type:

bool

load_mask_out_cache() None

Call before using Mutable’s Projector testing with mask out features. It should only be loaded when needed because it can spend quite a lot of memory Can cause a loading hitch

load_reference_skeletal_meshes_async() None

Called to load the reference SkeletalMesh if it needs to be used as a placeholder and it’s not loaded.

unload_mask_out_cache() None

Call after having used Mutable’s Projector testing with mask out features. It should be unloaded because it can spend quite a lot of memory

unload_reference_skeletal_meshes() None

Unload Reference Skeletal Meshes