unreal.GeometryScriptBoneHierarchyMismatchHandling¶
- class unreal.GeometryScriptBoneHierarchyMismatchHandling¶
Bases:
EnumBaseA set of options on how to handle the situation where the bone hierarchy on a skeletal geometry does not match the reference skeleton on the skeletal asset being copied to. Does not apply when copying geometry to static meshes.
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshAssetFunctions.h
- CREATE_NEW_REFERENCE_SKELETON: GeometryScriptBoneHierarchyMismatchHandling = Ellipsis¶
Generate a new reference skeleton on the skeletal mesh asset that matches the bone hierarchy of the geometry being copied in. Note that virtual bones are not retained from the old reference skeleton. If no bone information is present, then a ref skeleton is created, with a single root bone at the origin, and all vertices bound to that root bone. No attempt is made to ensure that this reference skeleton is compatible with the skeleton object. If this is a requirement, then it is the user’s responsibility to ensure they are.
- Type:
2
- DO_NOTHING: GeometryScriptBoneHierarchyMismatchHandling = Ellipsis¶
Do nothing to fix the mismatch. This is dangerous and should not be used lightly. The reference skeleton and the geometry’s bone hierarchy may not match, resulting in visual glitches during rendering.
- Type:
0
- REMAP_GEOMETRY_TO_REFERENCE_SKELETON: GeometryScriptBoneHierarchyMismatchHandling = Ellipsis¶
Remap the bone bindings and bone hierarchy on the geometry to match the reference skeleton. If no bone information is present then all vertices are mapped to the root bone.
- Type:
1