unreal.GroomBindingAsset¶
- class unreal.GroomBindingAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectImplements an asset that can be used to store binding information between a groom and a skeletal mesh
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomBindingAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
groom(GroomAsset): [Read-Write]groom_binding_type(GroomBindingMeshType): [Read-Only]group_infos(Array[GoomBindingGroupInfo]): [Read-Write]matching_section(int32): [Read-Only]num_interpolation_points(int32): [Read-Only]source_geometry_cache(GeometryCache): [Read-Only]source_mesh_requested_lod(int32): [Read-Write]source_mesh_used_lod(int32): [Read-Only]source_skeletal_mesh(SkeletalMesh): [Read-Write]target_binding_attribute(Name): [Read-Write]target_geometry_cache(GeometryCache): [Read-Only]target_mesh_requested_min_lod(int32): [Read-Write]target_mesh_used_min_lod(int32): [Read-Only]target_skeletal_mesh(SkeletalMesh): [Read-Write]thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
- build(completion_delegate) None¶
Build/rebuild a binding asset.
Avoid calling Build again while a build is already in progress on this asset, as this will cause the Game Thread to block until the earlier build is finished.
Similarly, the Game Thread will block for a short time if a Groom Component is already using this binding asset, so if performance is critical avoid calling Build on bindings that are in use.
- Parameters:
completion_delegate (OnGroomBindingAssetBuildComplete)
- property groom: GroomAsset¶
[Read-Write]
- Type:
- property groom_binding_type: GroomBindingMeshType¶
[Read-Only]
- Type:
- property source_geometry_cache: GeometryCache¶
[Read-Only]
- Type:
- property source_skeletal_mesh: SkeletalMesh¶
[Read-Write]
- Type:
- property target_geometry_cache: GeometryCache¶
[Read-Only]
- Type:
- property target_skeletal_mesh: SkeletalMesh¶
[Read-Write]
- Type: