unreal.InterchangeGenericAssetsPipeline

class unreal.InterchangeGenericAssetsPipeline(outer=None, name='None')

Bases: unreal.InterchangePipelineBase

This pipeline is the generic pipeline option for all meshes type and should be call before specialized Mesh pipeline (like generic static mesh or skeletal mesh pipelines) All shared import options between mesh type should be added here.

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericAssetsPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_meshes (bool): [Read-Write] Bake Meshes: If enable, meshes will be baked with the scene instance hierarchy transform.

  • combine_skeletal_meshes (bool): [Read-Write] Combine Skeletal Meshes: If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

  • combine_static_meshes (bool): [Read-Write] Combine Static Meshes: If enable all translated static mesh node will be imported has a one static mesh.

  • create_physics_asset (bool): [Read-Write] Create Physics Asset: If checked, create new PhysicsAsset if it doesn’t have it

  • detect_normal_map_texture (bool): [Read-Write] Detect Normal Map Texture: If enable, after a new import a test will be run to see if the texture is a normal map If the texture is a normal map the SRG, CompressionSettings and LODGroup settings will be adjusted.

  • file_extensions_to_import_as_long_lat_cubemap (Set(str)): [Read-Write] File Extensions to Import as Long Lat Cubemap: Specify the files type that should be imported as long/lat cubemap

  • flip_normal_map_green_channel (bool): [Read-Write] Flip Normal Map Green Channel: If enabled, the texture’s green channel will be inverted for normal maps.

  • import_lods (bool): [Read-Write] Import Lods: If enable, meshes LODs will be imported. Note that it required the advanced bBakeMesh property to be enabled.

  • import_materials (bool): [Read-Write] Import Materials: If enable, import the material asset find in the sources.

  • import_morph_targets (bool): [Read-Write] Import Morph Targets: If enable any morph target shape will be imported.

  • import_skeletal_meshes (bool): [Read-Write] Import Skeletal Meshes: If enable, import the animation asset find in the sources.

  • import_static_meshes (bool): [Read-Write] Import Static Meshes: If enable, import the animation asset find in the sources.

  • import_textures (bool): [Read-Write] Import Textures: If enable, import the material asset find in the sources.

  • physics_asset (PhysicsAsset): [Read-Write] Physics Asset: If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

  • skeleton (Skeleton): [Read-Write] Skeleton: Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

  • use_source_name_for_asset (bool): [Read-Write] Use Source Name for Asset: If enable and there is only one asset and one source data, we will name the asset like the source data name.

  • vertex_color_import_option (InterchangeVertexColorImportOption): [Read-Write] Vertex Color Import Option: Specify how vertex colors should be imported

  • vertex_override_color (Color): [Read-Write] Vertex Override Color: Specify override color in the case that VertexColorImportOption is set to Override

property bake_meshes

[Read-Write] Bake Meshes: If enable, meshes will be baked with the scene instance hierarchy transform.

Type

(bool)

property combine_skeletal_meshes

[Read-Write] Combine Skeletal Meshes: If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

Type

(bool)

property combine_static_meshes

[Read-Write] Combine Static Meshes: If enable all translated static mesh node will be imported has a one static mesh.

Type

(bool)

property create_physics_asset

[Read-Write] Create Physics Asset: If checked, create new PhysicsAsset if it doesn’t have it

Type

(bool)

property detect_normal_map_texture

[Read-Write] Detect Normal Map Texture: If enable, after a new import a test will be run to see if the texture is a normal map If the texture is a normal map the SRG, CompressionSettings and LODGroup settings will be adjusted.

Type

(bool)

property import_lods

[Read-Write] Import Lods: If enable, meshes LODs will be imported. Note that it required the advanced bBakeMesh property to be enabled.

Type

(bool)

property import_materials

[Read-Write] Import Materials: If enable, import the material asset find in the sources.

Type

(bool)

property import_morph_targets

[Read-Write] Import Morph Targets: If enable any morph target shape will be imported.

Type

(bool)

property import_skeletal_meshes

[Read-Write] Import Skeletal Meshes: If enable, import the animation asset find in the sources.

Type

(bool)

property import_static_meshes

[Read-Write] Import Static Meshes: If enable, import the animation asset find in the sources.

Type

(bool)

property import_textures

[Read-Write] Import Textures: If enable, import the material asset find in the sources.

Type

(bool)

property physics_asset

[Read-Write] Physics Asset: If this is set, use this specified PhysicsAsset. If its not set and bCreatePhysicsAsset is false, the importer will not generate or set any physic asset.

Type

(PhysicsAsset)

property skeleton

[Read-Write] Skeleton: Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

Type

(Skeleton)

property use_source_name_for_asset

[Read-Write] Use Source Name for Asset: If enable and there is only one asset and one source data, we will name the asset like the source data name.

Type

(bool)

property vertex_color_import_option

[Read-Write] Vertex Color Import Option: Specify how vertex colors should be imported

Type

(InterchangeVertexColorImportOption)

property vertex_override_color

[Read-Write] Vertex Override Color: Specify override color in the case that VertexColorImportOption is set to Override

Type

(Color)