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 asset

  • cloth_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]