unreal.EditorSkeletalMeshLibrary
¶
- class unreal.EditorSkeletalMeshLibrary(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
Utility class to altering and analyzing a SkeletalMesh and use the common functionalities of the SkeletalMesh Editor. The editor should not be in play in editor mode.
C++ Source:
Plugin: EditorScriptingUtilities
Module: EditorScriptingUtilities
File: EditorSkeletalMeshLibrary.h
- classmethod create_physics_asset(skeletal_mesh) → PhysicsAsset¶
This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import
- Parameters
skeletal_mesh (SkeletalMesh) –
- Returns
- Return type
- classmethod get_lod_build_settings(skeletal_mesh, lod_index) → SkeletalMeshBuildSettings¶
Copy the build options with the specified LOD build settings.
- Parameters
skeletal_mesh (SkeletalMesh) – Mesh to process.
lod_index (int32) – The LOD we get the reduction settings.
- Returns
out_build_options (SkeletalMeshBuildSettings): The build settings where we copy the build options.
- Return type
- classmethod get_lod_count(skeletal_mesh) → int32¶
Retrieve the number of LOD contain in the specified skeletal mesh.
- Parameters
skeletal_mesh (SkeletalMesh) –
- Returns
The LOD number.
- Return type
int32
- classmethod get_lod_material_slot(skeletal_mesh, lod_index, section_index) → int32¶
Gets the material slot used for a specific LOD section.
- Parameters
skeletal_mesh (SkeletalMesh) – SkeletalMesh to get the material index from.
lod_index (int32) – Index of the StaticMesh LOD.
section_index (int32) – Index of the StaticMesh Section.
- Returns
MaterialSlotIndex Index of the material slot used by the section or INDEX_NONE in case of error.
- Return type
int32
- classmethod get_num_sections(skeletal_mesh, lod_index) → int32¶
Get number of sections for a LOD of a Skeletal Mesh
- Parameters
skeletal_mesh (SkeletalMesh) – Mesh to get number of vertices from.
lod_index (int32) – Index of the mesh LOD.
- Returns
Number of sections. Returns INDEX_NONE if invalid mesh or LOD index.
- Return type
int32
- classmethod get_num_verts(skeletal_mesh, lod_index) → int32¶
Get number of mesh vertices for an LOD of a Skeletal Mesh
- Parameters
skeletal_mesh (SkeletalMesh) – Mesh to get number of vertices from.
lod_index (int32) – Index of the mesh LOD.
- Returns
Number of vertices. Returns 0 if invalid mesh or LOD index.
- Return type
int32
- classmethod import_lod(base_mesh, lod_index, source_filename) → int32¶
Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.
- Parameters
base_mesh (SkeletalMesh) –
lod_index (int32) –
source_filename (str) –
- Returns
The index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.
- Return type
int32
- classmethod regenerate_lod(skeletal_mesh, new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False) → bool¶
Regenerate LODs of the mesh
- Parameters
skeletal_mesh (SkeletalMesh) – The mesh that will regenerate LOD
new_lod_count (int32) – Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate
regenerate_even_if_imported (bool) – If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones
generate_base_lod (bool) – If this is true and there is some reduction data, the base LOD will be reduce according to the settings
- Returns
true if succeed. If mesh reduction is not available this will return false.
- Return type
- classmethod reimport_all_custom_lo_ds(skeletal_mesh) → bool¶
Re-import the specified skeletal mesh and all the custom LODs.
- Parameters
skeletal_mesh (SkeletalMesh) –
- Returns
true if re-import works, false otherwise see log for explanation.
- Return type
- classmethod remove_lo_ds(skeletal_mesh, to_remove_lo_ds) → bool¶
Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.
- Parameters
skeletal_mesh (SkeletalMesh) – The mesh inside which we are renaming a socket
to_remove_lo_ds (Array(int32)) – The LODs we need to remove
- Returns
true if the successfully remove all the LODs. False otherwise, but evedn if it return false it will have removed all valid LODs.
- Return type
- classmethod rename_socket(skeletal_mesh, old_name, new_name) → bool¶
Rename a socket within a skeleton
- Parameters
skeletal_mesh (SkeletalMesh) – The mesh inside which we are renaming a socket
old_name (Name) – The old name of the socket
new_name (Name) – The new name of the socket
- Returns
true if the renaming succeeded.
- Return type
- classmethod set_lod_build_settings(skeletal_mesh, lod_index, build_options) → None¶
Set the LOD build options for the specified LOD index.
- Parameters
skeletal_mesh (SkeletalMesh) – Mesh to process.
lod_index (int32) – The LOD we will apply the build settings.
build_options (SkeletalMeshBuildSettings) – The build settings we want to apply to the LOD.
- classmethod strip_lod_geometry(skeletal_mesh, lod_index, texture_mask, threshold) → bool¶
This function will strip all triangle in the specified LOD that don’t have any UV area pointing on a black pixel in the TextureMask. We use the UVChannel 0 to find the pixels in the texture.
- Parameters
skeletal_mesh (SkeletalMesh) –
lod_index (int32) –
texture_mask (Texture2D) –
threshold (float) –
- Returns
- Return type