unreal.NaniteAssemblySkeletalMeshBuilder¶
- class unreal.NaniteAssemblySkeletalMeshBuilder(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
NaniteAssemblyBuilderNanite Assembly Skeletal Mesh Builder
C++ Source:
Plugin: NaniteAssemblyEditorUtils
Module: NaniteAssemblyEditorUtils
File: NaniteAssemblySkeletalMeshBuilder.h
- add_assembly_part(part_mesh, binding, material_merge_options=[0, NaniteAssemblyPartMaterialMerge.MERGE_IDENTICAL_MATERIALS, []]) bool¶
Adds an instance of the specified mesh to the assembly with the specified binding
- Parameters:
part_mesh (SkeletalMesh)
binding (NaniteAssemblySkeletalMeshPartBinding)
material_merge_options (NaniteAssemblyMaterialMergeOptions)
- Return type:
- add_assembly_parts(part_mesh, bindings, material_merge_options=[0, NaniteAssemblyPartMaterialMerge.MERGE_IDENTICAL_MATERIALS, []]) bool¶
Adds instances of the specified mesh to the assembly with the specified bindings
- Parameters:
part_mesh (SkeletalMesh)
bindings (Array[NaniteAssemblySkeletalMeshPartBinding])
material_merge_options (NaniteAssemblyMaterialMergeOptions)
- Return type:
- add_bone_influence_by_name(binding, bone_name, weight=1.000000) NaniteAssemblySkeletalMeshPartBinding or None¶
Attempts to add a bone influence to a skeletal mesh binding based on the bone’s name.
- Parameters:
binding (NaniteAssemblySkeletalMeshPartBinding)
bone_name (Name)
weight (float)
- Returns:
binding (NaniteAssemblySkeletalMeshPartBinding):
- Return type:
- classmethod begin_edit_skeletal_mesh_assembly_build(base_mesh) NaniteAssemblySkeletalMeshBuilder¶
Creates a Nanite Assembly Skeletal Mesh builder to add assembly parts to the specified Skeletal Mesh, or overwrite its assembly parts if it is an existing Nanite Assembly mesh.
- Parameters:
base_mesh (SkeletalMesh)
- Return type:
- classmethod begin_new_skeletal_mesh_assembly_build(parameters, base_mesh) NaniteAssemblySkeletalMeshBuilder¶
Creates a Nanite Assembly Skeletal Mesh builder to generate a new Skeletal Mesh asset. Requires a base mesh with a valid skeleton to be duplicated for the base mesh.
- Parameters:
parameters (NaniteAssemblyCreateNewParameters)
base_mesh (SkeletalMesh)
- Return type:
- create_binding_by_bone_name(bone_name, weight=1.000000, transform=[[0.000000, 0.000000, 0.000000], [-0.000000, 0.000000, 0.000000], [1.000000, 1.000000, 1.000000]], transform_space=NaniteAssemblyNodeTransformSpace.BONE_RELATIVE) NaniteAssemblySkeletalMeshPartBinding or None¶
Attempts to create a new skeletal mesh part binding from the specified bone’s name. For multiple bone influence, use AddBoneInfluenceByName for each additional bone.
- Parameters:
bone_name (Name)
weight (float)
transform (Transform)
transform_space (NaniteAssemblyNodeTransformSpace)
- Returns:
out_binding (NaniteAssemblySkeletalMeshPartBinding):
- Return type:
- create_binding_by_socket_name(socket_name, transform=[[0.000000, 0.000000, 0.000000], [-0.000000, 0.000000, 0.000000], [1.000000, 1.000000, 1.000000]], transform_space=NaniteAssemblyNodeTransformSpace.BONE_RELATIVE) NaniteAssemblySkeletalMeshPartBinding or None¶
Attempts to create a new skeletal mesh part binding from a socket’s name. WARNING: Don’t add additional bone influences to the binding when creating from a socket, or the attachment won’t look right.
- Parameters:
socket_name (Name)
transform (Transform)
transform_space (NaniteAssemblyNodeTransformSpace)
- Returns:
out_binding (NaniteAssemblySkeletalMeshPartBinding):
- Return type:
- finish_assembly_build() SkeletalMesh or None¶
Finalizes the assembly build and returns the finished assembly mesh.
- Returns:
out_skeletal_mesh (SkeletalMesh):
- Return type:
SkeletalMesh or None