unreal.GeometryScript_NewAssetUtils¶
- class unreal.GeometryScript_NewAssetUtils(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryGeometry Script Library Create New Asset Functions
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingEditor
File: CreateNewAssetUtilityFunctions.h
- classmethod create_new_skeletal_mesh_asset_from_mesh(from_dynamic_mesh, skeleton, asset_path_and_name, options, debug=None) -> (SkeletalMesh, outcome=GeometryScriptOutcomePins)¶
Create a new SkeletalMesh asset from a DynamicMesh and a Skeleton. Save the asset at the AssetPathAndName location.
- Parameters:
from_dynamic_mesh (DynamicMesh)
skeleton (Skeleton)
asset_path_and_name (str)
debug (GeometryScriptDebug)
- Returns:
outcome (GeometryScriptOutcomePins):
- Return type:
- classmethod create_new_skeletal_mesh_asset_from_mesh_lo_ds(from_dynamic_mesh_lo_ds, skeleton, asset_path_and_name, options, debug=None) -> (SkeletalMesh, outcome=GeometryScriptOutcomePins)¶
Create a new SkeletalMesh asset from a collection of LODs represented by an array of DynamicMeshes and a Skeleton. Save the asset at the AssetPathAndName location.
- Parameters:
from_dynamic_mesh_lo_ds (Array[DynamicMesh])
skeleton (Skeleton)
asset_path_and_name (str)
debug (GeometryScriptDebug)
- Returns:
outcome (GeometryScriptOutcomePins):
- Return type:
- classmethod create_new_static_mesh_asset_from_mesh(from_dynamic_mesh, asset_path_and_name, options, debug=None) -> (StaticMesh, outcome=GeometryScriptOutcomePins)¶
Create a new StaticMesh asset from a DynamicMesh. Save the asset at the AssetPathAndName location.
- Parameters:
from_dynamic_mesh (DynamicMesh)
asset_path_and_name (str)
debug (GeometryScriptDebug)
- Returns:
outcome (GeometryScriptOutcomePins):
- Return type:
- classmethod create_new_static_mesh_asset_from_mesh_lo_ds(from_dynamic_mesh, asset_path_and_name, options, debug=None) -> (StaticMesh, outcome=GeometryScriptOutcomePins)¶
Create a new StaticMesh asset from a collection of LODs represented by an array of DynamicMeshes. Save the asset at the AssetPathAndName location.
- Parameters:
from_dynamic_mesh (Array[DynamicMesh])
asset_path_and_name (str)
debug (GeometryScriptDebug)
- Returns:
outcome (GeometryScriptOutcomePins):
- Return type:
- classmethod create_new_texture2d_asset(from_texture, asset_path_and_name, options, debug=None) -> (Texture2D, outcome=GeometryScriptOutcomePins)¶
Create New Texture 2DAsset
- Parameters:
from_texture (Texture2D)
asset_path_and_name (str)
debug (GeometryScriptDebug)
- Returns:
outcome (GeometryScriptOutcomePins):
- Return type:
- classmethod create_new_volume_from_mesh(from_dynamic_mesh, create_in_world, actor_transform, base_actor_name, options, debug=None) -> (Volume, create_in_world=World, outcome=GeometryScriptOutcomePins)¶
Create New Volume from Mesh
- Parameters:
from_dynamic_mesh (DynamicMesh)
create_in_world (World)
actor_transform (Transform)
base_actor_name (str)
debug (GeometryScriptDebug)
- Returns:
create_in_world (World):
outcome (GeometryScriptOutcomePins):
- Return type:
tuple
- classmethod create_unique_new_asset_path_name(asset_folder_path, base_asset_name, options, debug=None) -> (unique_asset_path_and_name=str, unique_asset_name=str, outcome=GeometryScriptOutcomePins)¶
Create Unique New Asset Path Name
- Parameters:
asset_folder_path (str)
base_asset_name (str)
options (GeometryScriptUniqueAssetNameOptions)
debug (GeometryScriptDebug)
- Returns:
unique_asset_path_and_name (str):
unique_asset_name (str):
outcome (GeometryScriptOutcomePins):
- Return type:
tuple