unreal.GeometryScriptCopyMeshToAssetOptions¶
- class unreal.GeometryScriptCopyMeshToAssetOptions(enable_recompute_normals: bool = False, enable_recompute_tangents: bool = False, enable_remove_degenerates: bool = False, remap_bone_indices_to_match_asset: bool = False, use_original_vertex_order: bool = False, use_build_scale: bool = False, replace_materials: bool = False, new_materials: None = [], new_material_slot_names: None = [], apply_nanite_settings: bool = False, nanite_settings: GeometryScriptNaniteOptions = Ellipsis, new_nanite_settings: MeshNaniteSettings = Ellipsis, emit_transaction: bool = False, defer_mesh_post_edit_change: bool = False)¶
Bases:
StructBaseGeometry Script Copy Mesh to Asset Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshAssetFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_nanite_settings(bool): [Read-Write] If enabled, NaniteSettings will be applied to the target Asset if possibledefer_mesh_post_edit_change(bool): [Read-Write]emit_transaction(bool): [Read-Write]enable_recompute_normals(bool): [Read-Write]enable_recompute_tangents(bool): [Read-Write]enable_remove_degenerates(bool): [Read-Write]nanite_settings(GeometryScriptNaniteOptions): [Read-Write] Replaced FGeometryScriptNaniteOptions with usage of Engine FMeshNaniteSettingsnew_material_slot_names(Array[Name]): [Read-Write] Optional slot names for the New Materials. Ignored if not the same length as the New Materials array.new_materials(Array[MaterialInterface]): [Read-Write] New materials to set if Replace Materials is enabled. Ignored otherwise.new_nanite_settings(MeshNaniteSettings): [Read-Write] Nanite Settings applied to the target Asset, if bApplyNaniteSettings = trueremap_bone_indices_to_match_asset(bool): [Read-Write] Remap the bone indices to match the asset. This requires the source mesh to have bone information present. If no bone information is present then all bone weights are mapped to the root.replace_materials(bool): [Read-Write] Whether to replace the materials on the asset with those in the New Materials arrayuse_build_scale(bool): [Read-Write] Whether to use the build scale on the target asset. If enabled, the inverse scale will be applied when saving to the asset, and the BuildScale will be preserved. Otherwise, BuildScale will be set to 1.0 on the asset BuildSettings.use_original_vertex_order(bool): [Read-Write] Use the original vertex order found in the source data. This is useful if the inbound mesh was originally non-manifold, and needs to keep the non-manifold structure when re-created.
- property apply_nanite_settings: bool¶
[Read-Write] If enabled, NaniteSettings will be applied to the target Asset if possible
- Type:
(bool)
- property nanite_settings: GeometryScriptNaniteOptions¶
[Read-Write] Replaced FGeometryScriptNaniteOptions with usage of Engine FMeshNaniteSettings
- Type:
- property new_material_slot_names: None¶
[Read-Write] Optional slot names for the New Materials. Ignored if not the same length as the New Materials array.
- property new_materials: None¶
[Read-Write] New materials to set if Replace Materials is enabled. Ignored otherwise.
- Type:
- property new_nanite_settings: MeshNaniteSettings¶
[Read-Write] Nanite Settings applied to the target Asset, if bApplyNaniteSettings = true
- Type:
- property remap_bone_indices_to_match_asset: bool¶
[Read-Write] Remap the bone indices to match the asset. This requires the source mesh to have bone information present. If no bone information is present then all bone weights are mapped to the root.
- Type:
(bool)
- property replace_materials: bool¶
[Read-Write] Whether to replace the materials on the asset with those in the New Materials array
- Type:
(bool)