unreal.GeometryCollectionSource
¶
- class unreal.GeometryCollectionSource(source_geometry_object: SoftObjectPath = Ellipsis, local_transform: Transform = Ellipsis, source_material: Array[MaterialInterface] = [], add_internal_materials: bool = False, split_components: bool = False)¶
Bases:
StructBase
Geometry Collection Source
C++ Source:
Module: GeometryCollectionEngine
File: GeometryCollectionObject.h
Editor Properties: (see get_editor_property/set_editor_property)
add_internal_materials
(bool): [Read-Write] Add Internal Materials: Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.local_transform
(Transform): [Read-Write] Local Transformsource_geometry_object
(SoftObjectPath): [Read-Write] Source Geometry Objectsource_material
(Array[MaterialInterface]): [Read-Write] Source Materialsplit_components
(bool): [Read-Write] Split Components: Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity. If checked, triangles that are not topologically connected will be assigned separate bones.
- property add_internal_materials: bool¶
[Read-Write] Add Internal Materials: Whether source materials should be duplicated to create slots for internal materials. Does not apply if the source is a GeometryCollection.
- Type:
(bool)
- property source_geometry_object: SoftObjectPath¶
[Read-Write] Source Geometry Object
- Type:
- property source_material: Array[MaterialInterface]¶
[Read-Write] Source Material
- Type: