unreal.InterchangeGenericCommonMeshesProperties

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

Bases: InterchangePipelineBase

Interchange Generic Common Meshes Properties

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericAssetsPipelineSharedSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_detect_mesh_type (bool): [Read-Write] If enabled, and some static mesh transforms are animated, the pipeline will convert the static mesh into a rigid skeletal mesh. This setting is only used if the Force All Meshes As Type setting is set to “None”.

  • bake_meshes (bool): [Read-Write] If enabled, meshes are baked with the scene instance hierarchy transform.

  • bake_pivot_meshes (bool): [Read-Write] If enabled, the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh.

  • compute_weighted_normals (bool): [Read-Write] If enabled, normals are computed using the surface area and the corner angle of the triangle as a ratio.

  • force_all_mesh_as_type (InterchangeForceMeshType): [Read-Write] If set, imports all meshes in the source as either static meshes or skeletal meshes. For skeletal meshes the conversion will happen only if there is no skinned meshes. Mixing rigid skeletal mesh with skinned mesh is not good and will result in multiple skeletal meshes.

  • import_lods (bool): [Read-Write] If enabled, any existing LODs for meshes are imported. This setting is only used if the Bake Meshes setting is also enabled.

  • import_sockets (bool): [Read-Write] If checked, import sockets StaticMesh, naming convention, SOCKET_MeshName_xx where “MeshName” should match the mesh you want to add socket to. The xx part is to add a unique id if many socket on the same mesh exist. SkeletalMesh, Naming convention, any leaf scene node under the skeleton root with a name starting with “SOCKET_” prefix.

  • keep_sections_separate (bool): [Read-Write] If checked, sections with matching materials are kept separate and will not get combined.

  • recompute_normals (bool): [Read-Write] If enabled, normals in the imported mesh are ignored and recomputed.

  • recompute_tangents (bool): [Read-Write] If enabled, tangents in the imported mesh are ignored and recomputed.

  • remove_degenerates (bool): [Read-Write] If true, degenerate triangles are removed.

  • single_bone_skeleton (bool): [Read-Write] If enabled, converted static meshes to skeletal meshes will use a skeleton with a unique bone at the geometry origin. Otherwise, the bone structure is determined by the model hierarchy. This setting is only used if Force All Meshes As Type setting is set to “Skeletal Mesh”.

  • use_backwards_compatible_f16_trunc_u_vs (bool): [Read-Write] If enabled, UVs are converted to 16-bit by a legacy truncation process instead of the default rounding process. This may avoid differences when reimporting older content.

  • use_full_precision_u_vs (bool): [Read-Write] If true, UVs are stored at full floating-point precision.

  • use_high_precision_tangent_basis (bool): [Read-Write] If true, tangents are stored at 16-bit vs 8-bit precision.

  • use_mikk_t_space (bool): [Read-Write] If enabled, tangents are recomputed using MikkTSpace.

  • vertex_color_import_option (InterchangeVertexColorImportOption): [Read-Write] Specify how vertex colors should be imported.

  • vertex_override_color (Color): [Read-Write] Specify an override color for use when the Vertex Color Import Option setting is set to Override.

property auto_detect_mesh_type: bool

[Read-Write] If enabled, and some static mesh transforms are animated, the pipeline will convert the static mesh into a rigid skeletal mesh. This setting is only used if the Force All Meshes As Type setting is set to “None”.

Type:

(bool)

property bake_meshes: bool

[Read-Write] If enabled, meshes are baked with the scene instance hierarchy transform.

Type:

(bool)

property bake_pivot_meshes: bool

[Read-Write] If enabled, the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh.

Type:

(bool)

property compute_weighted_normals: bool

[Read-Write] If enabled, normals are computed using the surface area and the corner angle of the triangle as a ratio.

Type:

(bool)

property force_all_mesh_as_type: InterchangeForceMeshType

[Read-Write] If set, imports all meshes in the source as either static meshes or skeletal meshes. For skeletal meshes the conversion will happen only if there is no skinned meshes. Mixing rigid skeletal mesh with skinned mesh is not good and will result in multiple skeletal meshes.

Type:

(InterchangeForceMeshType)

property import_lods: bool

[Read-Write] If enabled, any existing LODs for meshes are imported. This setting is only used if the Bake Meshes setting is also enabled.

Type:

(bool)

property import_sockets: bool

[Read-Write] If checked, import sockets StaticMesh, naming convention, SOCKET_MeshName_xx where “MeshName” should match the mesh you want to add socket to. The xx part is to add a unique id if many socket on the same mesh exist. SkeletalMesh, Naming convention, any leaf scene node under the skeleton root with a name starting with “SOCKET_” prefix.

Type:

(bool)

property keep_sections_separate: bool

[Read-Write] If checked, sections with matching materials are kept separate and will not get combined.

Type:

(bool)

property recompute_normals: bool

[Read-Write] If enabled, normals in the imported mesh are ignored and recomputed.

Type:

(bool)

property recompute_tangents: bool

[Read-Write] If enabled, tangents in the imported mesh are ignored and recomputed.

Type:

(bool)

property remove_degenerates: bool

[Read-Write] If true, degenerate triangles are removed.

Type:

(bool)

property single_bone_skeleton: bool

[Read-Write] If enabled, converted static meshes to skeletal meshes will use a skeleton with a unique bone at the geometry origin. Otherwise, the bone structure is determined by the model hierarchy. This setting is only used if Force All Meshes As Type setting is set to “Skeletal Mesh”.

Type:

(bool)

property use_backwards_compatible_f16_trunc_u_vs: bool

[Read-Write] If enabled, UVs are converted to 16-bit by a legacy truncation process instead of the default rounding process. This may avoid differences when reimporting older content.

Type:

(bool)

property use_full_precision_u_vs: bool

[Read-Write] If true, UVs are stored at full floating-point precision.

Type:

(bool)

property use_high_precision_tangent_basis: bool

[Read-Write] If true, tangents are stored at 16-bit vs 8-bit precision.

Type:

(bool)

property use_mikk_t_space: bool

[Read-Write] If enabled, tangents are recomputed using MikkTSpace.

Type:

(bool)

property vertex_color_import_option: InterchangeVertexColorImportOption

[Read-Write] Specify how vertex colors should be imported.

Type:

(InterchangeVertexColorImportOption)

property vertex_override_color: Color

[Read-Write] Specify an override color for use when the Vertex Color Import Option setting is set to Override.

Type:

(Color)