unreal.StaticMesh

class unreal.StaticMesh(outer=None, name='None')

Bases: unreal.Object

A StaticMesh is a piece of geometry that consists of a static set of polygons. Static Meshes can be translated, rotated, and scaled, but they cannot have their vertices animated in any way. As such, they are more efficient to render than other types of geometry such as USkeletalMesh, and they are often the basic building block of levels created in the engine. https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/: AStaticMeshActor, UStaticMeshComponent:

C++ Source:

  • Module: Engine
  • File: StaticMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_cpu_access (bool): [Read-Write] If true, will keep geometry data CPU-accessible in cooked builds, rather than uploading to GPU memory and releasing it from CPU memory. This is required if you wish to access StaticMesh geometry data on the CPU at runtime in cooked builds (e.g. to convert StaticMesh to ProceduralMeshComponent)
  • asset_import_data (AssetImportData): [Read-Write] Importing data and options used for this mesh
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the asset
  • body_setup (BodySetup): [Read-Write] Physics data.
  • customized_collision (bool): [Read-Write] If the user has modified collision in any way or has custom collision imported. Used for determining if to auto generate collision on import
  • distance_field_self_shadow_bias (float): [Read-Write] Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh’s vertices.
  • editable_mesh (Object): [Read-Only] The editable mesh representation of this static mesh // Maybe we don’t want this visible in the details panel in the end; for now, this might aid debugging.:
  • generate_mesh_distance_field (bool): [Read-Write] Whether to generate a distance field for this mesh, which can be used by DistanceField Indirect Shadows. This is ignored if the project’s ‘Generate Mesh Distance Fields’ setting is enabled.
  • has_navigation_data (bool): [Read-Write] If true, mesh will have NavCollision property with additional data for navmesh generation and usage.
    Set to false for distant meshes (always outside navigation bounds) to save memory on collision data.
  • light_map_coordinate_index (int32): [Read-Write] The light map coordinate index
  • light_map_resolution (int32): [Read-Write] The light map resolution
  • lod_for_collision (int32): [Read-Write] Specifies which mesh LOD to use for complex (per-poly) collision. Sometimes it can be desirable to use a lower poly representation for collision to reduce memory usage, improve performance and behaviour. Collision representation does not change based on distance to camera.
  • lod_for_occluder_mesh (int32): [Read-Write] Specifies which mesh LOD to use as occluder geometry for software occlusion Set to -1 to not use this mesh as occluder
  • lod_group (Name): [Read-Write] The LOD group to which this mesh belongs.
  • lpv_bias_multiplier (float): [Read-Write] Bias multiplier for Light Propagation Volume lighting
  • nav_collision (NavCollisionBase): [Read-Only] Pre-build navigation collision
  • negative_bounds_extension (Vector): [Read-Write] Bound extension values in the negative direction of XYZ, positive value increases bound size
  • positive_bounds_extension (Vector): [Read-Write] Bound extension values in the positive direction of XYZ, positive value increases bound size
  • support_uniformly_distributed_sampling (bool): [Read-Write] Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.
  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering
find_socket(socket_name) → StaticMeshSocket

Find a socket object in this StaticMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

Parameters:socket_name (Name) –
Returns:
Return type:StaticMeshSocket
get_bounding_box() → Box

Returns the bounding box, in local space including bounds extension(s), of the StaticMesh asset

Returns:
Return type:Box
get_bounds() → BoxSphereBounds

Returns the number of bounds of the mesh.

Returns:The bounding box represented as box origin with extents and also a sphere that encapsulates that box
Return type:BoxSphereBounds
get_material(material_index) → MaterialInterface

Gets a Material given a Material Index and an LOD number

Parameters:material_index (int32) –
Returns:Requested material
Return type:MaterialInterface
get_material_index(material_slot_name) → int32

Gets a Material index given a slot name

Parameters:material_slot_name (Name) –
Returns:Requested material
Return type:int32
get_num_lods() → int32

Returns the number of LODs used by the mesh.

Returns:
Return type:int32
get_num_sections(lod) → int32

Returns number of Sections that this StaticMesh has, in the supplied LOD (LOD 0 is the highest)

Parameters:lod (int32) –
Returns:
Return type:int32
lod_for_collision

(int32) – [Read-Write] Specifies which mesh LOD to use for complex (per-poly) collision. Sometimes it can be desirable to use a lower poly representation for collision to reduce memory usage, improve performance and behaviour. Collision representation does not change based on distance to camera.

lpv_bias_multiplier

(float) – [Read-Only] Bias multiplier for Light Propagation Volume lighting

set_material(material_index, new_material) → None

Sets a Material given a Material Index

Parameters: