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: StructBase

Represents 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:

(InterchangeForceMeshType)

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)

property import_meshes_in_bone_hierarchy: bool

[Read-Write] deprecated: Use bConvertStaticsInBoneHierarchyToSkeletals instead.

Type:

(bool)

property 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.

Type:

(bool)