unreal.InterchangePipelineMeshesUtilitiesContext¶
- class unreal.InterchangePipelineMeshesUtilitiesContext(force_mesh_type: InterchangeForceMeshType = Ellipsis, convert_statics_with_animated_transform_to_skeletals: bool = False, convert_statics_with_morph_targets_to_skeletals: bool = False, convert_statics_in_bone_hierarchy_to_skeletals: bool = False, query_geometry_only_if_no_instance: bool = False, ignore_geometry_caches: bool = False)¶
Bases:
StructBaseRepresents the context UInterchangePipelineMeshesUtilities will use when the client queries data.
C++ Source:
Plugin: Interchange
Module: InterchangePipelines
File: InterchangePipelineMeshesUtilities.h
Editor Properties: (see get_editor_property/set_editor_property)
convert_skeletal_mesh_to_static_mesh(bool): [Read-Write] deprecated: Use ForceMeshType instead.convert_static_mesh_to_skeletal_mesh(bool): [Read-Write] deprecated: Use ForceMeshType instead.convert_statics_in_bone_hierarchy_to_skeletals(bool): [Read-Write] If enabled, all static meshes nested in bone hierarchies will be imported as skeletal meshes instead.convert_statics_with_animated_transform_to_skeletals(bool): [Read-Write] If enabled, all static meshes that have a transform animation will be imported as skeletal meshes instead.convert_statics_with_morph_targets_to_skeletals(bool): [Read-Write] If enabled, all static meshes that have morph targets will be imported as skeletal meshes instead.force_mesh_type(InterchangeForceMeshType): [Read-Write] Whether to force import all meshes as Static Meshes or Skeletal Meshes.ignore_geometry_caches(bool): [Read-Write] If enabled, all geometry caches will be ignored. The mesh utility will not return any geometry caches.ignore_static_meshes(bool): [Read-Write] deprecated: Use ForceMeshType instead.import_meshes_in_bone_hierarchy(bool): [Read-Write] deprecated: Use bConvertStaticsInBoneHierarchyToSkeletals instead.query_geometry_only_if_no_instance(bool): [Read-Write] When querying geometry, this flag will not add MeshGeometry if there is a scene node that points to a geometry.
- property convert_skeletal_mesh_to_static_mesh: bool¶
[Read-Write] deprecated: Use ForceMeshType instead.
- Type:
(bool)
- property convert_static_mesh_to_skeletal_mesh: bool¶
[Read-Write] deprecated: Use ForceMeshType instead.
- Type:
(bool)
- property convert_statics_in_bone_hierarchy_to_skeletals: bool¶
[Read-Write] If enabled, all static meshes nested in bone hierarchies will be imported as skeletal meshes instead.
- Type:
(bool)
- property convert_statics_with_animated_transform_to_skeletals: bool¶
[Read-Write] If enabled, all static meshes that have a transform animation will be imported as skeletal meshes instead.
- Type:
(bool)
- property convert_statics_with_morph_targets_to_skeletals: bool¶
[Read-Write] If enabled, all static meshes that have morph targets will be imported as skeletal meshes instead.
- Type:
(bool)
- property force_mesh_type: InterchangeForceMeshType¶
[Read-Write] Whether to force import all meshes as Static Meshes or Skeletal Meshes.
- Type:
- property ignore_geometry_caches: bool¶
[Read-Write] If enabled, all geometry caches will be ignored. The mesh utility will not return any geometry caches.
- Type:
(bool)
- property ignore_static_meshes: bool¶
[Read-Write] deprecated: Use ForceMeshType instead.
- Type:
(bool)