unreal.BakedResourceData¶
- class unreal.BakedResourceData(save_type: PackageSaveResolutionType = Ellipsis, asset_path: str = '', prefix: str = '', user_given_name: str = '', component_name: str = '', resource_name: str = '', unique_asset_name_suffix: str = '')¶
Bases:
StructBaseData structure that exposes the path to a baked package and also what type of save was performed (an override, a standard save with a new file…)
C++ Source:
Plugin: Mutable
Module: CustomizableObject
File: CustomizableObjectInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_path(str): [Read-Write] The path used by the saved package. EX : “/Game/baking_CO/BakeDir_Char/Part3/T_CharacterBake_Body_EyeBrown_Normal_2”component_name(str): [Read-Write] The section of the asset name that represents the name of the component of the source asset that was baked. It can be empty in the case the resource is shared between multiple components. EX : “Body_”, “A_”, “B_”, “” …prefix(str): [Read-Write] The section of the asset name that represents the asset type based prefix. EX : “T_”, “M_”, “SKEL_”, “” …resource_name(str): [Read-Write] The section of the asset name that represents the name of the source resource that was baked. EX : “EyeBrown_Normal”, “BodyTexture_4849745649878/”, “AlbedoEyes_4756489*65”, “BodyTexture” … note: The substring is composed by the source object name and, in some cases, a suffix that contains the mutable resource generation hash used to be able to reuse baked mutable resources between baking runs.save_type(PackageSaveResolutionType): [Read-Write] The way the package represented by this object was saved onto disk.unique_asset_name_suffix(str): [Read-Write] The section of the asset name that represents the suffix added in some cases to prevent name collisions during the bake. This is most likely to be empty. EX : “_2”, “_1” , “” …user_given_name(str): [Read-Write] The section of the asset name that represents the name the user has requested for all the baked resources to have. EX : “CharacterBake_”, “CO_ABC_”, “MyTestBake_”, “” …
- property asset_path: str¶
[Read-Only] The path used by the saved package. EX : “/Game/baking_CO/BakeDir_Char/Part3/T_CharacterBake_Body_EyeBrown_Normal_2”
- Type:
(str)
- property component_name: str¶
[Read-Only] The section of the asset name that represents the name of the component of the source asset that was baked. It can be empty in the case the resource is shared between multiple components. EX : “Body_”, “A_”, “B_”, “” …
- Type:
(str)
- property prefix: str¶
[Read-Only] The section of the asset name that represents the asset type based prefix. EX : “T_”, “M_”, “SKEL_”, “” …
- Type:
(str)
- property resource_name: str¶
[Read-Only] The section of the asset name that represents the name of the source resource that was baked. EX : “EyeBrown_Normal”, “BodyTexture_4849745649878/”, “AlbedoEyes_4756489*65”, “BodyTexture” … note: The substring is composed by the source object name and, in some cases, a suffix that contains the mutable resource generation hash used to be able to reuse baked mutable resources between baking runs.
- Type:
(str)
- property save_type: PackageSaveResolutionType¶
[Read-Only] The way the package represented by this object was saved onto disk.
- Type:
- property unique_asset_name_suffix: str¶
[Read-Only] The section of the asset name that represents the suffix added in some cases to prevent name collisions during the bake. This is most likely to be empty. EX : “_2”, “_1” , “” …
- Type:
(str)
- property user_given_name: str¶
[Read-Only] The section of the asset name that represents the name the user has requested for all the baked resources to have. EX : “CharacterBake_”, “CO_ABC_”, “MyTestBake_”, “” …
- Type:
(str)