unreal.InterchangeMeshBundleNode

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

Bases: InterchangeBaseNode

This node represents a collection of UInterchangeMeshNode UIDs, each associated with N transforms.

This is used in the context of collapsing, where the transforms represent collapsed instances of the corresponding mesh nodes. The whole MeshBundle may be converted into a single static mesh or a single skeletal mesh. In both cases, the transforms are relative to the “collapsing root”.

When the bundle has a valid SkeletonDependencyUid, it represents a group of skinned meshes that should be combined into a single skeletal mesh asset.

C++ Source:

  • Plugin: Interchange

  • Module: InterchangeNodes

  • File: InterchangeMeshBundleNode.h

add_mesh_node_transform(mesh_node_uid, transform) bool

Add Mesh Node Transform

Parameters:
Return type:

bool

add_mesh_node_transforms(mesh_node_uid, transforms) bool

Add Mesh Node Transforms

Parameters:
Return type:

bool

get_custom_skeleton_dependency_uid() str or None

Get the skeleton dependency UID for this bundle. Returns false if not set.

Returns:

attribute_value (str):

Return type:

str or None

get_mesh_node_transforms(mesh_node_uid) Array[Transform] or None

Get Mesh Node Transforms

Parameters:

mesh_node_uid (str)

Returns:

out_node_transforms (Array[Transform]):

Return type:

Array[Transform] or None

get_mesh_node_uids() Array[str] or None

Get Mesh Node Uids

Returns:

out_mesh_node_uids (Array[str]):

Return type:

Array[str] or None

remove_mesh_node_uid(mesh_lod_node_uid) bool

Remove Mesh Node Uid

Parameters:

mesh_lod_node_uid (str)

Return type:

bool

reset_mesh_node_uids() None

Reset Mesh Node Uids

set_custom_skeleton_dependency_uid(attribute_value) bool

Set the skeleton dependency UID. When set, this bundle represents a group of skinned meshes.

Parameters:

attribute_value (str)

Return type:

bool