unreal.InterchangeGenericMeshPipeline

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

Bases: InterchangePipelineBase

Hide drop down will make sure the class is not showing in the class picker

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericMeshPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_constant_topology_optimizations (bool): [Read-Write] Force the preprocessor to only do optimization once instead of when the preprocessor decides. This may lead to some problems with certain meshes but makes sure motion blur always works if the topology is constant.

  • auto_compute_lod_screen_sizes (bool): [Read-Write] If enabled, LOD Screen Sizes would be auto-computed.

  • bone_influence_limit (int32): [Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

  • build_nanite (bool): [Read-Write] If enabled, imported meshes will be rendered by Nanite at runtime. Make sure your meshes and materials meet the requirements for Nanite. See also NaniteTriangleThreshold

  • build_reversed_index_buffer (bool): [Read-Write] If enabled, builds a reversed index buffer for each static mesh.

  • build_scale3d (Vector): [Read-Write] The local scale applied when building the mesh.

  • collision (bool): [Read-Write] If enabled, custom collision will be imported. If enabled and there is no custom collision, a generic collision will be automatically generated. If disabled, no collision will be created or imported.

  • combine_skeletal_meshes (bool): [Read-Write]

  • combine_static_meshes (bool): [Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

  • compressed_position_precision (float): [Read-Write] Precision used for compressing vertex positions (lower = better result but less compression, higher = more lossy compression but smaller size)

  • compressed_texture_coordinates_number_of_bits (int32): [Read-Write] Bit-precision used for compressing texture coordinates (hight = better result but less compression, lower = more lossy compression but smaller size)

  • create_physics_asset (bool): [Read-Write] If enabled, create new PhysicsAsset if one doesn’t exist.

  • distance_field_replacement_mesh (StaticMesh): [Read-Write] If set, replaces the distance field for all imported meshes with the distance field of the specified Static Mesh.

  • distance_field_resolution_scale (float): [Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which assumes that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write] Specifies the index of the UV channel that will store generated lightmap UVs.

  • fallback_collision_type (InterchangeMeshCollision): [Read-Write] Type used to generate a collision when no custom collisions are present in the file.

  • flatten_tracks (bool): [Read-Write] Whether or not to merge all vertex animation into one track

  • force_collision_primitive_generation (bool): [Read-Write] Sets whether to generate collision shapes even if the provided mesh data doesn’t match the requested collision shape very well

  • frame_end (int32): [Read-Write]

  • frame_start (int32): [Read-Write]

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Determines whether to generate the distance field treating every triangle hit as a front face. When enabled, prevents the distance field from being discarded due to the mesh being open, but also lowers distance field ambient occlusion quality.

  • generate_lightmap_u_vs (bool): [Read-Write] If enabled, generates lightmap UVs for each static mesh.

  • import_collision (bool): [Read-Write] deprecated: Use Collision instead.

  • import_collision_according_to_mesh_name (bool): [Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

    Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

  • import_geometry_caches (bool): [Read-Write] If enabled, imports all geometry cache assets found in the sources.

  • import_morph_targets (bool): [Read-Write] If enabled, imports all morph target shapes found in the source.

  • import_skeletal_meshes (bool): [Read-Write] If enabled, imports all skeletal mesh assets found in the sources.

  • import_static_meshes (bool): [Read-Write] If enabled, imports all static mesh assets found in the sources.

  • import_vertex_attributes (bool): [Read-Write] If enabled, creates named vertex attributes for secondary vertex color data.

  • lod_group (Name): [Read-Write] The LOD group that will be assigned to this mesh.

  • lod_screen_sizes (Array[float]): [Read-Write] This setting is only used if the Auto Compute LOD Screen Sizes setting is disabled.

  • max_lumen_mesh_cards (int32): [Read-Write] The maximum number of Lumen mesh cards to generate for this mesh. More cards means that the surface will have better coverage, but will result in increased runtime overhead. Set this to 0 to disable mesh card generation for this mesh. The default is 12.

  • merge_morph_targets_with_same_name (bool): [Read-Write] If enabled, all morph target shapes with the same name will be merge together. Turn it to false if you want to control those morph with different values.

  • min_lightmap_resolution (int32): [Read-Write] When generating lightmaps, determines the amount of padding used to pack UVs. Set this value to the lowest-resolution lightmap you expect to use with the imported meshes.

  • morph_threshold_position (float): [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

  • motion_vectors (InterchangeMotionVectorsHandling): [Read-Write]

  • nanite_triangle_threshold (int64): [Read-Write] Minimum triangle count a mesh needs to have in order to get Nanite enabled for it when BuildNanite is enabled. When zero it means Nanite will always be enabled for all meshes when BuildNanite is enabled.

  • one_convex_hull_per_ucx (bool): [Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

  • optimize_index_buffers (bool): [Read-Write] Optimizes index buffers for each unique frame, to allow better cache coherency on the GPU. Very costly and time-consuming process, recommended to OFF.

  • override_time_range (bool): [Read-Write] If enabled, override the imported animation range. Otherwise, the imported range is automatically set to the range of non-empty animated frames

  • physics_asset (PhysicsAsset): [Read-Write] If set, use the specified PhysicsAsset. If not set and the Create Physics Asset setting is not enabled, the importer will not generate or set any physics asset.

  • skeletal_mesh_import_content_type (InterchangeSkeletalMeshContentType): [Read-Write] Determines what types of information are imported for skeletal meshes.

  • src_lightmap_index (int32): [Read-Write] Specifies the index of the UV channel that will be used as the source when generating lightmaps.

  • store_imported_vertex_numbers (bool): [Read-Write] Store the imported vertex numbers. This lets you know the vertex numbers inside the DCC. The values of each vertex number will range from 0 to 7 for a cube. Even if the number of positions might be 24.

  • support_face_remap (bool): [Read-Write] If enabled, imported static meshes are set up for use with physical material masks.

  • threshold_position (float): [Read-Write] Threshold value that is used to decide whether two vertex positions are equal.

  • threshold_tangent_normal (float): [Read-Write] Threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.

  • threshold_uv (float): [Read-Write] Threshold value that is used to decide whether two UVs are equal.

  • update_skeleton_reference_pose (bool): [Read-Write] Enable this option to update the reference pose of the Skeleton (of the mesh). The reference pose of the mesh is always updated.

  • use_high_precision_skin_weights (bool): [Read-Write] If enabled, imported skin weights use 16 bits instead of 8 bits.

property apply_constant_topology_optimizations: bool

[Read-Write] Force the preprocessor to only do optimization once instead of when the preprocessor decides. This may lead to some problems with certain meshes but makes sure motion blur always works if the topology is constant.

Type:

(bool)

property auto_compute_lod_screen_sizes: bool

[Read-Write] If enabled, LOD Screen Sizes would be auto-computed.

Type:

(bool)

property bone_influence_limit: int

[Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

Type:

(int32)

property build_nanite: bool

[Read-Write] If enabled, imported meshes will be rendered by Nanite at runtime. Make sure your meshes and materials meet the requirements for Nanite. See also NaniteTriangleThreshold

Type:

(bool)

property build_reversed_index_buffer: bool

[Read-Write] If enabled, builds a reversed index buffer for each static mesh.

Type:

(bool)

property build_scale3d: Vector

[Read-Write] The local scale applied when building the mesh.

Type:

(Vector)

property collision: bool

[Read-Write] If enabled, custom collision will be imported. If enabled and there is no custom collision, a generic collision will be automatically generated. If disabled, no collision will be created or imported.

Type:

(bool)

property combine_skeletal_meshes: bool

[Read-Write]

Type:

(bool)

property combine_static_meshes: bool

[Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

Type:

(bool)

property compressed_position_precision: float

[Read-Write] Precision used for compressing vertex positions (lower = better result but less compression, higher = more lossy compression but smaller size)

Type:

(float)

property compressed_texture_coordinates_number_of_bits: int

[Read-Write] Bit-precision used for compressing texture coordinates (hight = better result but less compression, lower = more lossy compression but smaller size)

Type:

(int32)

property create_physics_asset: bool

[Read-Write] If enabled, create new PhysicsAsset if one doesn’t exist.

Type:

(bool)

property distance_field_replacement_mesh: StaticMesh

[Read-Write] If set, replaces the distance field for all imported meshes with the distance field of the specified Static Mesh.

Type:

(StaticMesh)

property distance_field_resolution_scale: float

[Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which assumes that the mesh will be placed unscaled in the world.

Type:

(float)

property dst_lightmap_index: int

[Read-Write] Specifies the index of the UV channel that will store generated lightmap UVs.

Type:

(int32)

property fallback_collision_type: InterchangeMeshCollision

[Read-Write] Type used to generate a collision when no custom collisions are present in the file.

Type:

(InterchangeMeshCollision)

property flatten_tracks: bool

[Read-Write] Whether or not to merge all vertex animation into one track

Type:

(bool)

property force_collision_primitive_generation: bool

[Read-Write] Sets whether to generate collision shapes even if the provided mesh data doesn’t match the requested collision shape very well

Type:

(bool)

property frame_end: int

[Read-Write]

Type:

(int32)

property frame_start: int

[Read-Write]

Type:

(int32)

property generate_distance_field_as_if_two_sided: bool

[Read-Write] Determines whether to generate the distance field treating every triangle hit as a front face. When enabled, prevents the distance field from being discarded due to the mesh being open, but also lowers distance field ambient occlusion quality.

Type:

(bool)

property generate_lightmap_u_vs: bool

[Read-Write] If enabled, generates lightmap UVs for each static mesh.

Type:

(bool)

property import_collision: bool

[Read-Write] deprecated: Use Collision instead.

Type:

(bool)

property import_collision_according_to_mesh_name: bool

[Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

Type:

(bool)

property import_geometry_caches: bool

[Read-Write] If enabled, imports all geometry cache assets found in the sources.

Type:

(bool)

property import_morph_targets: bool

[Read-Write] If enabled, imports all morph target shapes found in the source.

Type:

(bool)

property import_skeletal_meshes: bool

[Read-Write] If enabled, imports all skeletal mesh assets found in the sources.

Type:

(bool)

property import_static_meshes: bool

[Read-Write] If enabled, imports all static mesh assets found in the sources.

Type:

(bool)

property import_vertex_attributes: bool

[Read-Write] If enabled, creates named vertex attributes for secondary vertex color data.

Type:

(bool)

property lod_group: Name

[Read-Write] The LOD group that will be assigned to this mesh.

Type:

(Name)

property lod_screen_sizes: None

[Read-Write] This setting is only used if the Auto Compute LOD Screen Sizes setting is disabled.

Type:

(Array[float])

property max_lumen_mesh_cards: int

[Read-Write] The maximum number of Lumen mesh cards to generate for this mesh. More cards means that the surface will have better coverage, but will result in increased runtime overhead. Set this to 0 to disable mesh card generation for this mesh. The default is 12.

Type:

(int32)

property merge_morph_targets_with_same_name: bool

[Read-Write] If enabled, all morph target shapes with the same name will be merge together. Turn it to false if you want to control those morph with different values.

Type:

(bool)

property min_lightmap_resolution: int

[Read-Write] When generating lightmaps, determines the amount of padding used to pack UVs. Set this value to the lowest-resolution lightmap you expect to use with the imported meshes.

Type:

(int32)

property morph_threshold_position: float

[Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

Type:

(float)

property motion_vectors: InterchangeMotionVectorsHandling

[Read-Write]

Type:

(InterchangeMotionVectorsHandling)

property nanite_triangle_threshold: int

[Read-Write] Minimum triangle count a mesh needs to have in order to get Nanite enabled for it when BuildNanite is enabled. When zero it means Nanite will always be enabled for all meshes when BuildNanite is enabled.

Type:

(int64)

property one_convex_hull_per_ucx: bool

[Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

Type:

(bool)

property optimize_index_buffers: bool

[Read-Write] Optimizes index buffers for each unique frame, to allow better cache coherency on the GPU. Very costly and time-consuming process, recommended to OFF.

Type:

(bool)

property override_time_range: bool

[Read-Write] If enabled, override the imported animation range. Otherwise, the imported range is automatically set to the range of non-empty animated frames

Type:

(bool)

property physics_asset: PhysicsAsset

[Read-Write] If set, use the specified PhysicsAsset. If not set and the Create Physics Asset setting is not enabled, the importer will not generate or set any physics asset.

Type:

(PhysicsAsset)

property skeletal_mesh_import_content_type: InterchangeSkeletalMeshContentType

[Read-Write] Determines what types of information are imported for skeletal meshes.

Type:

(InterchangeSkeletalMeshContentType)

property src_lightmap_index: int

[Read-Write] Specifies the index of the UV channel that will be used as the source when generating lightmaps.

Type:

(int32)

property store_imported_vertex_numbers: bool

[Read-Write] Store the imported vertex numbers. This lets you know the vertex numbers inside the DCC. The values of each vertex number will range from 0 to 7 for a cube. Even if the number of positions might be 24.

Type:

(bool)

property support_face_remap: bool

[Read-Write] If enabled, imported static meshes are set up for use with physical material masks.

Type:

(bool)

property threshold_position: float

[Read-Write] Threshold value that is used to decide whether two vertex positions are equal.

Type:

(float)

property threshold_tangent_normal: float

[Read-Write] Threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.

Type:

(float)

property threshold_uv: float

[Read-Write] Threshold value that is used to decide whether two UVs are equal.

Type:

(float)

property update_skeleton_reference_pose: bool

[Read-Write] Enable this option to update the reference pose of the Skeleton (of the mesh). The reference pose of the mesh is always updated.

Type:

(bool)

property use_high_precision_skin_weights: bool

[Read-Write] If enabled, imported skin weights use 16 bits instead of 8 bits.

Type:

(bool)