unreal.GLTFExporter
¶
- class unreal.GLTFExporter(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Exporter
C++ Source:
Plugin: GLTFExporter
Module: GLTFExporter
File: GLTFExporter.h
Editor Properties: (see get_editor_property/set_editor_property)
export_task
(AssetExportTask): [Read-Write] Export Taskformat_description
(Array[str]): [Read-Write] Format Description: Descriptiong of the export formatformat_extension
(Array[str]): [Read-Write] Format Extension: File extension to use for this exportersupported_class
(type(Class)): [Read-Write] Supported Class: Supported class of this exportertext
(bool): [Read-Write] Text: If true, this will export the data as text
- classmethod export_to_gltf(object, file_path, options, selected_actors) GLTFExportMessages or None ¶
Export the specified object to a glTF file (.gltf or .glb)
- Parameters:
object (Object) – The object to export (supported types are UMaterialInterface, UStaticMesh, USkeletalMesh, UWorld, UAnimSequence, ULevelSequence, ULevelVariantSets). Will default to the currently active world if null.
file_path (str) – The filename on disk to save as. Associated textures and binary files will be saved in the same folder, unless file extension is .glb - which results in a self-contained binary file.
options (GLTFExportOptions) – The various options to use during export. Will default to the project’s user-specific editor settings if null.
selected_actors (Set[Actor]) – The set of actors to export, only applicable if the object to export is a UWorld. An empty set results in the export of all actors.
- Returns:
true if the object was successfully exported
out_messages (GLTFExportMessages): The resulting log messages from the export.
- Return type:
GLTFExportMessages or None