unreal.PCGSoftSkinnedMeshComponentDescriptor

class unreal.PCGSoftSkinnedMeshComponentDescriptor

Bases: SoftSkinnedMeshComponentDescriptor

Convenience PCG-side component descriptor so we can adjust defaults to the most common use cases. // Implementation note: the tags don’t really need to contribute to the hash, so we will retain the base class !=, == and ComputeHash implementations

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGSkinnedMeshDescriptor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affect_distance_field_lighting (bool): [Read-Write]

  • affect_dynamic_indirect_lighting (bool): [Read-Write]

  • cast_cinematic_shadow (bool): [Read-Write]

  • cast_contact_shadow (bool): [Read-Write]

  • cast_dynamic_shadow (bool): [Read-Write]

  • cast_far_shadow (bool): [Read-Write]

  • cast_inset_shadow (bool): [Read-Write]

  • cast_shadow (bool): [Read-Write]

  • cast_shadow_as_two_sided (bool): [Read-Write]

  • cast_static_shadow (bool): [Read-Write]

  • cast_volumetric_translucent_shadow (bool): [Read-Write]

  • component_class (type(Class)): [Read-Write]

  • component_tags (Array[Name]): [Read-Write]

  • hlod_batching_policy (HLODBatchingPolicy): [Read-Write]

  • include_in_hlod (bool): [Read-Write]

  • instance_end_cull_distance (int32): [Read-Write]

  • instance_min_draw_distance (int32): [Read-Write]

  • instance_start_cull_distance (int32): [Read-Write]

  • mobility (ComponentMobility): [Read-Write]

  • self_shadow_only (bool): [Read-Write]

  • skinned_asset (SkinnedAsset): [Read-Write]

  • transform_provider (TransformProviderData): [Read-Write]

  • visible_in_ray_tracing (bool): [Read-Write]