unreal.DestructibleMesh

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

Bases: SkeletalMesh

Holds an APEX destructible asset as well as an associated USkeletalMesh.

C++ Source:

  • Plugin: ApexDestruction

  • Module: ApexDestruction

  • File: DestructibleMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Write]

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write]

  • cloth_lod_bias_mode (ClothLODBiasMode): [Read-Write]

  • default_animating_rig (Object): [Read-Write]

  • default_destructible_parameters (DestructibleParameters): [Read-Write] Parameters controlling the destruction behavior.

  • default_mesh_deformer (MeshDeformer): [Read-Write]

  • disable_below_min_lod_stripping (PerPlatformBool): [Read-Write]

  • enable_per_poly_collision (bool): [Read-Write]

  • forward_axis (AxisType): [Read-Only] Axis that the skeletal mesh is facing. Default is the Y axis. The facing axis represents the MeshDescription’s orientation and is set on import. Therefore, if this property is modified elsewhere, the associated MeshDescription should be appropriately modified to reflect the new orientation.

  • fracture_effects (Array[FractureEffect]): [Read-Write] Fracture effects for each fracture level, unless overridden in the component.

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

  • lod_settings (SkeletalMeshLODSettings): [Read-Write]

  • materials (Array[SkeletalMaterial]): [Read-Write]

  • max_num_optional_lo_ds (PerPlatformInt): [Read-Write]

  • max_num_streamed_lo_ds (PerPlatformInt): [Read-Write]

  • mesh_clothing_assets (Array[ClothingAssetBase]): [Read-Write]

  • min_lod (PerPlatformInt): [Read-Write]

  • min_quality_level_lod (PerQualityLevelInt): [Read-Write]

  • morph_targets (Array[MorphTarget]): [Read-Write]

  • nanite_settings (MeshNaniteSettings): [Read-Write] Settings related to building Nanite data.

  • negative_bounds_extension (Vector): [Read-Write]

  • never_stream (bool): [Read-Write]

  • node_mapping_data (Array[NodeMappingContainer]): [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]

  • override_lod_streaming_settings (bool): [Read-Write]

  • physics_asset (PhysicsAsset): [Read-Write]

  • positive_bounds_extension (Vector): [Read-Write]

  • post_process_anim_blueprint (type(Class)): [Read-Write]

  • post_process_anim_bplod_threshold (int32): [Read-Write] * Max LOD level that post-process anim graphs are evaluated. * For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process anim graph. * Setting it to -1 will always evaluate it and disable LODing.

  • ray_tracing_min_lod (int32): [Read-Write]

  • sampling_info (SkeletalMeshSamplingInfo): [Read-Write]

  • shadow_physics_asset (PhysicsAsset): [Read-Write]

  • skel_mirror_axis (AxisType): [Read-Write]

  • skel_mirror_flip_axis (AxisType): [Read-Write]

  • skel_mirror_table (Array[BoneMirrorInfo]): [Read-Write]

  • skeleton (Skeleton): [Read-Only]

  • skin_weight_profiles (Array[SkinWeightProfileInfo]): [Read-Write]

  • source_models (Array[SkeletalMeshSourceModel]): [Read-Write]

  • support_lod_streaming (PerPlatformBool): [Read-Write]

  • support_ray_tracing (bool): [Read-Write]

  • target_mesh_deformers (MeshDeformerCollection): [Read-Write] Skeletal Mesh needs this collection of deformers to make sure it cooks any extra data required by these deformers

  • thumbnail_info (ThumbnailInfo): [Read-Only]