unreal.DestructibleMesh
¶
- class unreal.DestructibleMesh(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SkeletalMesh
Holds an APEX destructible asset as well as an associated USkeletalMesh.
C++ Source:
Plugin: ApexDestruction
Module: ApexDestruction
File: DestructibleMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Write]asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetcloth_lod_bias_mode
(ClothLODBiasMode): [Read-Write]default_animating_rig
(Object): [Read-Write]default_destructible_parameters
(DestructibleParameters): [Read-Write] Parameters controlling the destruction behavior.default_mesh_deformer
(MeshDeformer): [Read-Write]disable_below_min_lod_stripping
(PerPlatformBool): [Read-Write]enable_per_poly_collision
(bool): [Read-Write]fracture_effects
(Array[FractureEffect]): [Read-Write] Fracture effects for each fracture level, unless overridden in the component.global_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array[SkeletalMeshLODInfo]): [Read-Write]lod_settings
(SkeletalMeshLODSettings): [Read-Write]materials
(Array[SkeletalMaterial]): [Read-Write]max_num_optional_lo_ds
(PerPlatformInt): [Read-Write]max_num_streamed_lo_ds
(PerPlatformInt): [Read-Write]mesh_clothing_assets
(Array[ClothingAssetBase]): [Read-Write]min_lod
(PerPlatformInt): [Read-Write]min_quality_level_lod
(PerQualityLevelInt): [Read-Write]morph_targets
(Array[MorphTarget]): [Read-Write]negative_bounds_extension
(Vector): [Read-Write]never_stream
(bool): [Read-Write]node_mapping_data
(Array[NodeMappingContainer]): [Read-Write]num_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.overlay_material
(MaterialInterface): [Read-Write]overlay_material_max_draw_distance
(float): [Read-Write]override_lod_streaming_settings
(bool): [Read-Write]physics_asset
(PhysicsAsset): [Read-Write]positive_bounds_extension
(Vector): [Read-Write]post_process_anim_blueprint
(type(Class)): [Read-Write]post_process_anim_bplod_threshold
(int32): [Read-Write] * Max LOD level that post-process AnimBPs are evaluated. * For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. * Setting it to -1 will always evaluate it and disable LODing.ray_tracing_min_lod
(int32): [Read-Write]sampling_info
(SkeletalMeshSamplingInfo): [Read-Write]shadow_physics_asset
(PhysicsAsset): [Read-Write]skel_mirror_axis
(AxisType): [Read-Write]skel_mirror_flip_axis
(AxisType): [Read-Write]skel_mirror_table
(Array[BoneMirrorInfo]): [Read-Write]skeleton
(Skeleton): [Read-Only]skin_weight_profiles
(Array[SkinWeightProfileInfo]): [Read-Write]support_lod_streaming
(PerPlatformBool): [Read-Write]support_ray_tracing
(bool): [Read-Write]thumbnail_info
(ThumbnailInfo): [Read-Only]