unreal.InterchangePipelineMeshesUtilitiesContext
¶
- class unreal.InterchangePipelineMeshesUtilitiesContext¶
Bases:
StructBase
Represent the context UInterchangePipelineMeshesUtilities will use when client query the 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] Convert static mesh to skeletal meshconvert_static_mesh_to_skeletal_mesh
(bool): [Read-Write] Convert static mesh to skeletal meshconvert_statics_with_morph_targets_to_skeletals
(bool): [Read-Write] Convert static mesh that has morph target to skeletal meshimport_meshes_in_bone_hierarchy
(bool): [Read-Write] If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones. If the mesh are not skinned they will be added to skeletal mesh and remove from the static meshes.query_geometry_only_if_no_instance
(bool): [Read-Write] When querying geometry, this flag will not add MeshGeometry if there is a scene node pointing on a geometry.