unreal.GroomAsset¶
- class unreal.GroomAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectImplements an asset that can be used to store hair strands
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data(AssetImportData): [Read-Only] Asset data to be used when re-importingasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetdisable_below_min_lod_stripping(PerPlatformBool): [Read-Write] When true all LODs below MinLod will still be cookedenable_global_interpolation(bool): [Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)hair_groups_cards(Array[HairGroupsCardsSourceDescription]): [Read-Write] Cards - Source description datahair_groups_info(Array[HairGroupInfoWithVisibility]): [Read-Write]hair_groups_interpolation(Array[HairGroupsInterpolation]): [Read-Write]hair_groups_lod(Array[HairGroupsLOD]): [Read-Write]hair_groups_materials(Array[HairGroupsMaterial]): [Read-Write] Meshes - Source description datahair_groups_meshes(Array[HairGroupsMeshesSourceDescription]): [Read-Write] Meshes - Source description datahair_groups_physics(Array[HairGroupsPhysics]): [Read-Write]hair_groups_rendering(Array[HairGroupsRendering]): [Read-Write]hair_interpolation_type(GroomInterpolationType): [Read-Write] Type of interpolation used (WIP)min_lod(PerPlatformInt): [Read-Write] Minimum LOD to cookrigged_skeletal_mesh(SkeletalMesh): [Read-Only] Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings
- property deformed_skeletal_mesh: SkeletalMesh¶
‘deformed_skeletal_mesh’ was renamed to ‘rigged_skeletal_mesh’.
- Type:
deprecated
- property enable_global_interpolation: bool¶
[Read-Write] Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)
- Type:
(bool)
- property hair_interpolation_type: GroomInterpolationType¶
[Read-Write] Type of interpolation used (WIP)
- Type:
- property rigged_skeletal_mesh: SkeletalMesh¶
[Read-Only] Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings
- Type: