unreal.GeometryScriptCreateNewSkeletalMeshAssetOptions

class unreal.GeometryScriptCreateNewSkeletalMeshAssetOptions(enable_recompute_normals: bool = False, enable_recompute_tangents: bool = False, materials: None = {}, use_mesh_bone_proportions: bool = False, apply_nanite_settings: bool = False, nanite_settings: MeshNaniteSettings = Ellipsis, use_original_vertex_order: bool = False)

Bases: StructBase

Geometry Script Create New Skeletal Mesh Asset Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingEditor

  • File: CreateNewAssetUtilityFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_nanite_settings (bool): [Read-Write] Whether to apply the provided Nanite Settings to the new Skeletal Mesh asset. If false, the default settings (nanite disabled) will be used.

  • enable_recompute_normals (bool): [Read-Write]

  • enable_recompute_tangents (bool): [Read-Write]

  • materials (Map[Name, MaterialInterface]): [Read-Write]

  • nanite_settings (MeshNaniteSettings): [Read-Write] Nanite settings to apply to the new Skeletal Mesh Asset, if bApplyNaniteSettings is true

  • use_mesh_bone_proportions (bool): [Read-Write] If true, will use the skeleton proportions (if available) stored in the dynamic mesh.

  • 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] Whether to apply the provided Nanite Settings to the new Skeletal Mesh asset. If false, the default settings (nanite disabled) will be used.

Type:

(bool)

property enable_recompute_normals: bool

[Read-Write]

Type:

(bool)

property enable_recompute_tangents: bool

[Read-Write]

Type:

(bool)

property materials: None

[Read-Write]

Type:

(Map[Name, MaterialInterface])

property nanite_settings: MeshNaniteSettings

[Read-Write] Nanite settings to apply to the new Skeletal Mesh Asset, if bApplyNaniteSettings is true

Type:

(MeshNaniteSettings)

property use_mesh_bone_proportions: bool

[Read-Write] If true, will use the skeleton proportions (if available) stored in the dynamic mesh.

Type:

(bool)

property 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.

Type:

(bool)