unreal.GroomBindingAsset

class unreal.GroomBindingAsset(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Implements 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:

(GroomAsset)

property groom_binding_type: GroomBindingMeshType

[Read-Only]

Type:

(GroomBindingMeshType)

property group_infos: None

[Read-Write]

Type:

(Array[GoomBindingGroupInfo])

property matching_section: int

[Read-Only]

Type:

(int32)

property num_interpolation_points: int

[Read-Only]

Type:

(int32)

property source_geometry_cache: GeometryCache

[Read-Only]

Type:

(GeometryCache)

property source_mesh_requested_lod: int

[Read-Write]

Type:

(int32)

property source_mesh_used_lod: int

[Read-Only]

Type:

(int32)

property source_skeletal_mesh: SkeletalMesh

[Read-Write]

Type:

(SkeletalMesh)

property target_binding_attribute: Name

[Read-Write]

Type:

(Name)

property target_geometry_cache: GeometryCache

[Read-Only]

Type:

(GeometryCache)

property target_mesh_requested_min_lod: int

[Read-Write]

Type:

(int32)

property target_mesh_used_min_lod: int

[Read-Only]

Type:

(int32)

property target_skeletal_mesh: SkeletalMesh

[Read-Write]

Type:

(SkeletalMesh)