unreal.GeometryScriptCopyMorphTargetToAssetOptions¶
- class unreal.GeometryScriptCopyMorphTargetToAssetOptions(overwrite_existing_target: bool = False, emit_transaction: bool = False, defer_mesh_post_edit_change: bool = False, copy_normals: bool = False)¶
Bases:
StructBaseGeometry Script Copy Morph Target to Asset Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshAssetFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
copy_normals(bool): [Read-Write]defer_mesh_post_edit_change(bool): [Read-Write]emit_transaction(bool): [Read-Write]overwrite_existing_target(bool): [Read-Write] If true and the morph target with the given name exists, it will be overwritten. If false, will abort and print a console error.