unreal.GroomAsset

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

Bases: Object

Implements an asset that can be used to store hair strands

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Only] Asset data to be used when re-importing

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • auto_lod_bias (float): [Read-Write] When Auto LOD is selected, decrease the screen size at which curves reduction will occur.

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write]

  • enable_global_interpolation (bool): [Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)

  • enable_simulation_cache (bool): [Read-Write] Enable guide-cache support. This allows to attach a simulation-cache dynamically at runtime

  • hair_groups_cards (Array[HairGroupsCardsSourceDescription]): [Read-Write]

  • hair_groups_info (Array[HairGroupInfoWithVisibility]): [Read-Write]

  • hair_groups_interpolation (Array[HairGroupsInterpolation]): [Read-Write]

  • hair_groups_lod (Array[HairGroupsLOD]): [Read-Write]

  • hair_groups_materials (Array[HairGroupsMaterial]): [Read-Write]

  • hair_groups_meshes (Array[HairGroupsMeshesSourceDescription]): [Read-Write]

  • hair_groups_physics (Array[HairGroupsPhysics]): [Read-Write]

  • hair_groups_rendering (Array[HairGroupsRendering]): [Read-Write]

  • hair_interpolation_type (GroomInterpolationType): [Read-Write] Type of interpolation used (WIP)

  • lod_mode (GroomLODMode): [Read-Write] Define how LOD adapts curves & points for strands geometry. Auto: adapts the curve count based on screen coverage. Manual: use the discrete LOD created for each groups

  • min_lod (PerPlatformInt): [Read-Write]

  • rigged_skeletal_mesh (SkeletalMesh): [Read-Only]

add_asset_user_data_of_class(user_data_class) bool

Creates and adds an instance of the provided AssetUserData class to the target asset.

Parameters:

user_data_class (type(Class)) – UAssetUserData sub class to create

Returns:

Whether or not an instance of InUserDataClass was succesfully added

Return type:

bool

property deformed_skeletal_mesh: SkeletalMesh

‘deformed_skeletal_mesh’ was renamed to ‘rigged_skeletal_mesh’.

Type:

deprecated

property enable_global_interpolation: bool

[Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)

Type:

(bool)

property enable_simulation_cache: bool

[Read-Write] Enable guide-cache support. This allows to attach a simulation-cache dynamically at runtime

Type:

(bool)

get_asset_user_data_of_class(user_data_class) AssetUserData

Returns an instance of the provided AssetUserData class if it’s contained in the target asset.

Parameters:

user_data_class (type(Class)) – UAssetUserData sub class to get

Returns:

The instance of the UAssetUserData class contained, or null if it doesn’t exist

Return type:

AssetUserData

property hair_groups_cards: None

[Read-Write]

Type:

(Array[HairGroupsCardsSourceDescription])

property hair_groups_interpolation: None

[Read-Write]

Type:

(Array[HairGroupsInterpolation])

property hair_groups_lod: None

[Read-Write]

Type:

(Array[HairGroupsLOD])

property hair_groups_materials: None

[Read-Write]

Type:

(Array[HairGroupsMaterial])

property hair_groups_meshes: None

[Read-Write]

Type:

(Array[HairGroupsMeshesSourceDescription])

property hair_groups_physics: None

[Read-Write]

Type:

(Array[HairGroupsPhysics])

property hair_groups_rendering: None

[Read-Write]

Type:

(Array[HairGroupsRendering])

property hair_interpolation_type: GroomInterpolationType

[Read-Write] Type of interpolation used (WIP)

Type:

(GroomInterpolationType)

has_asset_user_data_of_class(user_data_class) bool

Checks whether or not an instance of the provided AssetUserData class is contained.

Parameters:

user_data_class (type(Class)) – UAssetUserData sub class to check for

Returns:

Whether or not an instance of InUserDataClass was found

Return type:

bool

property rigged_skeletal_mesh: SkeletalMesh

[Read-Only]

Type:

(SkeletalMesh)