unreal.GeometryScriptCopyMeshToAssetOptions¶
- class unreal.GeometryScriptCopyMeshToAssetOptions(enable_recompute_normals: bool = False, enable_recompute_tangents: bool = False, enable_remove_degenerates: bool = False, bone_hierarchy_mismatch_handling: GeometryScriptBoneHierarchyMismatchHandling = Ellipsis, remap_bone_indices_to_match_asset: bool = False, use_original_vertex_order: bool = False, use_build_scale: bool = False, replace_materials: bool = False, generate_lightmap_u_vs: GeometryScriptGenerateLightmapUVOptions = Ellipsis, 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 possiblebone_hierarchy_mismatch_handling(GeometryScriptBoneHierarchyMismatchHandling): [Read-Write] An option that specifies, for skeletal mesh assets, how mismatches between the existing reference skeleton on the asset, and the bone hierarchy stored on the geometry are handled. By default, no attempt is made to resolve this mismatch.defer_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]generate_lightmap_u_vs(GeometryScriptGenerateLightmapUVOptions): [Read-Write] Whether to generate lightmap UVsnanite_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] Deprecated. Use BoneHierarchyMismatchHandling instead.// UE_DEPRECATED(5.6, “Deprecated. Use BoneHierarchyMismatchHandling instead.”)
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 bone_hierarchy_mismatch_handling: GeometryScriptBoneHierarchyMismatchHandling¶
[Read-Write] An option that specifies, for skeletal mesh assets, how mismatches between the existing reference skeleton on the asset, and the bone hierarchy stored on the geometry are handled. By default, no attempt is made to resolve this mismatch.
- property generate_lightmap_u_vs: GeometryScriptGenerateLightmapUVOptions¶
[Read-Write] Whether to generate lightmap UVs
- 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] Deprecated. Use BoneHierarchyMismatchHandling instead. // UE_DEPRECATED(5.6, “Deprecated. Use BoneHierarchyMismatchHandling instead.”)
- 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)