unreal.NaniteAssemblySkeletalMeshBuilder

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

Bases: NaniteAssemblyBuilder

Nanite 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:
Return type:

bool

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:
Return type:

bool

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:
Returns:

binding (NaniteAssemblySkeletalMeshPartBinding):

Return type:

NaniteAssemblySkeletalMeshPartBinding or None

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:

NaniteAssemblySkeletalMeshBuilder

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:
Return type:

NaniteAssemblySkeletalMeshBuilder

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:
Returns:

out_binding (NaniteAssemblySkeletalMeshPartBinding):

Return type:

NaniteAssemblySkeletalMeshPartBinding or None

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:
Returns:

out_binding (NaniteAssemblySkeletalMeshPartBinding):

Return type:

NaniteAssemblySkeletalMeshPartBinding or None

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