unreal.BakingConfiguration

class unreal.BakingConfiguration(output_path: str = '', output_files_base_name: str = '', export_all_resources_on_bake: bool = False, generate_constant_material_instances_on_bake: bool = False, skeletal_mesh_asset_prefix: str = '', skeleton_asset_prefix: str = '', physics_asset_prefix: str = '', texture_asset_prefix: str = '', material_asset_prefix: str = '', material_instance_asset_prefix: str = '', material_dynamic_instance_asset_prefix: str = '', material_constant_instance_asset_prefix: str = '', on_bake_operation_completed_callback: BakeOperationCompletedDelegate = Ellipsis)

Bases: StructBase

Configuration data structure designed to serve as variable container for the customizable object instance baking methods.

C++ Source:

  • Plugin: Mutable

  • Module: CustomizableObject

  • File: CustomizableObjectInstance.h

Editor Properties: (see get_editor_property/set_editor_property)

  • export_all_resources_on_bake (bool): [Read-Write] Determines if we want a full or partial export

  • generate_constant_material_instances_on_bake (bool): [Read-Write] Determines if we want (or not) to generate constant material instances for each of the material instances found in the mutable instance

  • material_asset_prefix (str): [Read-Write]

  • material_constant_instance_asset_prefix (str): [Read-Write]

  • material_dynamic_instance_asset_prefix (str): [Read-Write]

  • material_instance_asset_prefix (str): [Read-Write]

  • on_bake_operation_completed_callback (BakeOperationCompletedDelegate): [Read-Write] Callback executed once the baking operation gets completed. It will return the end success state and also some data about the assets saved.

  • output_files_base_name (str): [Read-Write] The name to be used as base (prefix) during the naming of the exported resources

  • output_path (str): [Read-Write] The path where to save the baked resources. EX /Game/MyBakingTest

  • physics_asset_prefix (str): [Read-Write]

  • skeletal_mesh_asset_prefix (str): [Read-Write]

  • skeleton_asset_prefix (str): [Read-Write]

  • texture_asset_prefix (str): [Read-Write]

property export_all_resources_on_bake: bool

[Read-Write] Determines if we want a full or partial export

Type:

(bool)

property generate_constant_material_instances_on_bake: bool

[Read-Write] Determines if we want (or not) to generate constant material instances for each of the material instances found in the mutable instance

Type:

(bool)

property material_asset_prefix: str

[Read-Write]

Type:

(str)

property material_constant_instance_asset_prefix: str

[Read-Write]

Type:

(str)

property material_dynamic_instance_asset_prefix: str

[Read-Write]

Type:

(str)

property material_instance_asset_prefix: str

[Read-Write]

Type:

(str)

property on_bake_operation_completed_callback: BakeOperationCompletedDelegate

[Read-Write] Callback executed once the baking operation gets completed. It will return the end success state and also some data about the assets saved.

Type:

(BakeOperationCompletedDelegate)

property output_files_base_name: str

[Read-Write] The name to be used as base (prefix) during the naming of the exported resources

Type:

(str)

property output_path: str

[Read-Write] The path where to save the baked resources. EX /Game/MyBakingTest

Type:

(str)

property physics_asset_prefix: str

[Read-Write]

Type:

(str)

property skeletal_mesh_asset_prefix: str

[Read-Write]

Type:

(str)

property skeleton_asset_prefix: str

[Read-Write]

Type:

(str)

property texture_asset_prefix: str

[Read-Write]

Type:

(str)