unreal.CONodeModifierTransformWithBone¶
- class unreal.CONodeModifierTransformWithBone(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CustomizableObjectNodeModifierBaseCONode 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].