unreal.PCGSoftSkinnedMeshComponentDescriptor¶
- class unreal.PCGSoftSkinnedMeshComponentDescriptor¶
Bases:
SoftSkinnedMeshComponentDescriptorConvenience 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]