unreal.EditorSkeletalMeshLibrary

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

Bases: BlueprintFunctionLibrary

Utility class to altering and analyzing a SkeletalMesh and use the common functionalities of the SkeletalMesh Editor. The editor should not be in play in editor mode.

C++ Source:

  • Plugin: EditorScriptingUtilities

  • Module: EditorScriptingUtilities

  • File: EditorSkeletalMeshLibrary.h

classmethod create_physics_asset(skeletal_mesh) PhysicsAsset

This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import

Parameters:

skeletal_mesh (SkeletalMesh) –

Return type:

PhysicsAsset

classmethod get_lod_build_settings(skeletal_mesh, lod_index) SkeletalMeshBuildSettings

Get Lod Build Settings deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
Returns:

out_build_options (SkeletalMeshBuildSettings):

Return type:

SkeletalMeshBuildSettings

classmethod get_lod_count(skeletal_mesh) int32

Get LODCount deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:

skeletal_mesh (SkeletalMesh) –

Return type:

int32

classmethod get_num_verts(skeletal_mesh, lod_index) int32

Get Num Verts deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
Return type:

int32

classmethod import_lod(base_mesh, lod_index, source_filename) int32

Import LOD deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
  • base_mesh (SkeletalMesh) –

  • lod_index (int32) –

  • source_filename (str) –

Return type:

int32

classmethod regenerate_lod(skeletal_mesh, new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False) bool

Regenerate LOD deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
  • skeletal_mesh (SkeletalMesh) –

  • new_lod_count (int32) –

  • regenerate_even_if_imported (bool) –

  • generate_base_lod (bool) –

Return type:

bool

classmethod reimport_all_custom_lo_ds(skeletal_mesh) bool

Reimport All Custom LODs deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:

skeletal_mesh (SkeletalMesh) –

Return type:

bool

classmethod remove_lo_ds(skeletal_mesh, to_remove_lo_ds) bool

Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.

Parameters:
  • skeletal_mesh (SkeletalMesh) – The mesh inside which we are renaming a socket

  • to_remove_lo_ds (Array[int32]) – The LODs we need to remove

Returns:

true if the successfully remove all the LODs. False otherwise, but evedn if it return false it will have removed all valid LODs.

Return type:

bool

classmethod rename_socket(skeletal_mesh, old_name, new_name) bool

Rename Socket deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
Return type:

bool

classmethod set_lod_build_settings(skeletal_mesh, lod_index, build_options) None

Set Lod Build Settings deprecated: The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem

Parameters:
classmethod strip_lod_geometry(skeletal_mesh, lod_index, texture_mask, threshold) bool

This function will strip all triangle in the specified LOD that don’t have any UV area pointing on a black pixel in the TextureMask. We use the UVChannel 0 to find the pixels in the texture.

Parameters:
Return type:

bool