unreal.CONodeModifierTransformWithBone

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

Bases: CustomizableObjectNodeModifierBase

CONode Modifier Transform with Bone

C++ Source:

  • Plugin: Mutable

  • Module: CustomizableObjectEditor

  • File: CONodeModifierTransformWithBone.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_name (str): [Read-Write] Root bone used to filter vertices based on skinning weights. Vertices skinned to this bone or below will me transformed.

  • bounding_mesh_transform (Transform): [Read-Write] Transform to apply to the vertices.

  • multiple_tag_policy (MutableMultipleTagPolicy): [Read-Write] Policy to use when multiple Target Mesh Section tags are set.

  • required_tags (Array[str]): [Read-Write] Materials in all other objects that activate this tags will be affected by this modifier.

  • threshold_factor (float): [Read-Write] Vertex influences under this threshold will not be considered when filtering vertices. Percentage of total skin weight [0.0 .. 1.0].