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:
StructBaseGeometry 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 trueuse_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 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: