unreal.FbxStaticMeshImportData
¶
- class unreal.FbxStaticMeshImportData(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
FbxMeshImportData
Fbx Static Mesh Import Data
C++ Source:
Module: UnrealEd
File: FbxStaticMeshImportData.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_generate_collision
(bool): [Read-Write] If checked, collision will automatically be generated (ignored if custom collision is imported or used).bake_pivot_in_vertex
(bool): [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.build_nanite
(bool): [Read-Write] If enabled, allows to render objects with Nanitebuild_reversed_index_buffer
(bool): [Read-Write]combine_meshes
(bool): [Read-Write] If enabled, combines all meshes into a single meshcompute_weighted_normals
(bool): [Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangentsconvert_scene
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE coordinate systemconvert_scene_unit
(bool): [Read-Write] Convert the scene from FBX unit to UE unit (centimeter).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.force_front_x_axis
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE coordinate system with front X axis instead of -Ygenerate_lightmap_u_vs
(bool): [Read-Write]import_mesh_lo_ds
(bool): [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is importedimport_rotation
(Rotator): [Read-Write]import_translation
(Vector): [Read-Write]import_uniform_scale
(float): [Read-Write]normal_generation_method
(FBXNormalGenerationMethod): [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the meshnormal_import_method
(FBXNormalImportMethod): [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.one_convex_hull_per_ucx
(bool): [Read-Write] If checked, one convex hull per UCX_ prefixed collision mesh will be generated instead of decomposing into multiple hullsremove_degenerates
(bool): [Read-Write] Disabling this option will keep degenerate triangles found. In general you should leave this option on.reorder_material_to_fbx_order
(bool): [Read-Write] If checked, The material list will be reorder to the same order has the FBX file.source_data
(AssetImportInfo): [Read-Only] Source file data describing the files that were used to import this asset.static_mesh_lod_group
(Name): [Read-Write] The LODGroup to associate with this mesh when it is importedtransform_vertex_to_absolute
(bool): [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.vertex_color_import_option
(VertexColorImportOption): [Read-Write] Specify how vertex colors should be importedvertex_override_color
(Color): [Read-Write] Specify override color in the case that VertexColorImportOption is set to Override
- property auto_generate_collision: bool¶
[Read-Write] If checked, collision will automatically be generated (ignored if custom collision is imported or used).
- Type:
(bool)
- property build_nanite: bool¶
[Read-Write] If enabled, allows to render objects with Nanite
- Type:
(bool)
- property combine_meshes: bool¶
[Read-Write] If enabled, combines all meshes into a single mesh
- Type:
(bool)
- 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 one_convex_hull_per_ucx: bool¶
[Read-Write] If checked, one convex hull per UCX_ prefixed collision mesh will be generated instead of decomposing into multiple hulls
- Type:
(bool)
- property remove_degenerates: bool¶
[Read-Write] Disabling this option will keep degenerate triangles found. In general you should leave this option on.
- Type:
(bool)
- property static_mesh_lod_group: Name¶
[Read-Write] The LODGroup to associate with this mesh when it is imported
- Type:
(Name)
- property vertex_color_import_option: VertexColorImportOption¶
[Read-Write] Specify how vertex colors should be imported
- Type: