unreal.ChaosClothAssetBase

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

Bases: SkinnedAsset

Base cloth asset class. Any object slot based on this type can be either a Cloth Asset or an Outfit Asset.

C++ Source:

  • Plugin: ChaosClothAsset

  • Module: ChaosClothAssetEngine

  • File: ClothAssetBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • dataflow_instance (DataflowInstance): [Read-Write]

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write]

  • global_force_mip_levels_to_be_resident (bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.

  • has_dataflow_asset (bool): [Read-Only] Property used in various edit conditions to enable property changes when this asset has no Dataflow asset.

  • lod_info (Array[SkeletalMeshLODInfo]): [Read-Only] Struct containing information for each LOD level, such as materials to use, and when use the LOD. Not currently editable or customizable through the Dataflow.

  • materials (Array[SkeletalMaterial]): [Read-Write] List of materials for this cloth asset. Set by the Dataflow evaluation.

  • min_lod (PerPlatformInt): [Read-Write] Set the Minimum LOD by platform. This property is overriden by “Quality Level Minimum LOD” when “Use Cloth Asset Min LOD Per Quality Levels” is set at the Project level.

  • min_quality_level_lod (PerQualityLevelInt): [Read-Write] Set the Minimum LOD by Quality Level. This property is used when “Use Cloth Asset Min LOD Per Quality Levels” is set at the Project level. Otherwise, the (per platform) Minimum LOD value is used.

  • never_stream (bool): [Read-Write]

  • num_cinematic_mip_levels (int32): [Read-Write] Number of mip-levels to use for cinematic quality.

  • overlay_material (MaterialInterface): [Read-Write]

  • overlay_material_max_draw_distance (float): [Read-Write]

  • ray_tracing_min_lod (int32): [Read-Write] Minimum raytracing LOD for this asset.

  • shadow_physics_asset (PhysicsAsset): [Read-Write] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.

  • support_ray_tracing (bool): [Read-Write] Enable raytracing for this asset.

get_overlay_material() MaterialInterface

Get the default overlay material used by this mesh

Return type:

MaterialInterface

get_overlay_material_max_draw_distance() float

Get the default overlay material max draw distance used by this mesh

Return type:

float

set_overlay_material(new_overlay_material) None

Change the default overlay material used by this mesh

Parameters:

new_overlay_material (MaterialInterface)

set_overlay_material_max_draw_distance(max_draw_distance) None

Change the default overlay material max draw distance used by this mesh

Parameters:

max_draw_distance (float)

property shadow_physics_asset: PhysicsAsset

[Read-Only] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.

Type:

(PhysicsAsset)