unreal.GeometryCollectionSource

class unreal.GeometryCollectionSource(source_geometry_object: SoftObjectPath = Ellipsis, local_transform: Transform = Ellipsis, source_material: None = [], instance_custom_data: None = [], add_internal_materials: bool = False, split_components: bool = False, set_internal_from_material_index: bool = False)

Bases: StructBase

Geometry Collection Source

C++ Source:

  • Module: GeometryCollectionEngine

  • File: GeometryCollectionObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • add_internal_materials (bool): [Read-Write] (Legacy) Whether source materials will be duplicated to create new slots for internal materials, or existing odd materials will be considered internal. (For non-Geometry Collection inputs only.)

  • instance_custom_data (Array[float]): [Read-Write]

  • local_transform (Transform): [Read-Write]

  • set_internal_from_material_index (bool): [Read-Write] Whether to set the ‘internal’ flag for faces with odd-numbered materials slots.

  • source_geometry_object (SoftObjectPath): [Read-Write]

  • source_material (Array[MaterialInterface]): [Read-Write]

  • split_components (bool): [Read-Write] Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones. (For non-Geometry Collection inputs only.)

property add_internal_materials: bool

[Read-Write] (Legacy) Whether source materials will be duplicated to create new slots for internal materials, or existing odd materials will be considered internal. (For non-Geometry Collection inputs only.)

Type:

(bool)

property instance_custom_data: None

[Read-Write]

Type:

(Array[float])

property local_transform: Transform

[Read-Write]

Type:

(Transform)

property set_internal_from_material_index: bool

[Read-Write] Whether to set the ‘internal’ flag for faces with odd-numbered materials slots.

Type:

(bool)

property source_geometry_object: SoftObjectPath

[Read-Write]

Type:

(SoftObjectPath)

property source_material: None

[Read-Write]

Type:

(Array[MaterialInterface])

property split_components: bool

[Read-Write] Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones. (For non-Geometry Collection inputs only.)

Type:

(bool)