unreal.SkeletalMesh
¶
- class unreal.SkeletalMesh(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SkinnedAsset
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). see: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/
C++ Source:
Module: Engine
File: SkeletalMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Write]asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetcloth_lod_bias_mode
(ClothLODBiasMode): [Read-Write]default_animating_rig
(Object): [Read-Write]default_mesh_deformer
(MeshDeformer): [Read-Write]disable_below_min_lod_stripping
(PerPlatformBool): [Read-Write]enable_per_poly_collision
(bool): [Read-Write]global_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array[SkeletalMeshLODInfo]): [Read-Write]lod_settings
(SkeletalMeshLODSettings): [Read-Write]materials
(Array[SkeletalMaterial]): [Read-Write]max_num_optional_lo_ds
(PerPlatformInt): [Read-Write]max_num_streamed_lo_ds
(PerPlatformInt): [Read-Write]mesh_clothing_assets
(Array[ClothingAssetBase]): [Read-Write]min_lod
(PerPlatformInt): [Read-Write]min_quality_level_lod
(PerQualityLevelInt): [Read-Write]morph_targets
(Array[MorphTarget]): [Read-Write]negative_bounds_extension
(Vector): [Read-Write]never_stream
(bool): [Read-Write]node_mapping_data
(Array[NodeMappingContainer]): [Read-Write]num_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.overlay_material
(MaterialInterface): [Read-Write]overlay_material_max_draw_distance
(float): [Read-Write]override_lod_streaming_settings
(bool): [Read-Write]physics_asset
(PhysicsAsset): [Read-Write]positive_bounds_extension
(Vector): [Read-Write]post_process_anim_blueprint
(type(Class)): [Read-Write]post_process_anim_bplod_threshold
(int32): [Read-Write] * Max LOD level that post-process AnimBPs are evaluated. * For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. * Setting it to -1 will always evaluate it and disable LODing.ray_tracing_min_lod
(int32): [Read-Write]sampling_info
(SkeletalMeshSamplingInfo): [Read-Write]shadow_physics_asset
(PhysicsAsset): [Read-Write]skel_mirror_axis
(AxisType): [Read-Write]skel_mirror_flip_axis
(AxisType): [Read-Write]skel_mirror_table
(Array[BoneMirrorInfo]): [Read-Write]skeleton
(Skeleton): [Read-Only]skin_weight_profiles
(Array[SkinWeightProfileInfo]): [Read-Write]support_lod_streaming
(PerPlatformBool): [Read-Write]support_ray_tracing
(bool): [Read-Write]thumbnail_info
(ThumbnailInfo): [Read-Only]
- add_socket(socket, add_to_skeleton=False) None ¶
Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket.
- Parameters:
socket (SkeletalMeshSocket) –
add_to_skeleton (bool) –
- property default_mesh_deformer: MeshDeformer¶
[Read-Only]
- Type:
- find_socket_and_index(socket_name) -> (SkeletalMeshSocket, out_index=int32)¶
Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()
- Parameters:
socket_name (Name) –
- Returns:
out_index (int32):
- Return type:
int32
- get_all_morph_target_names() Array[str] ¶
Returns the list of all morph targets of this skeletal mesh
- get_bounds() BoxSphereBounds ¶
Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.
- Return type:
- get_imported_bounds() BoxSphereBounds ¶
Get the original imported bounds of the skel mesh
- Return type:
- get_min_lod_for_quality_levels() -> (quality_level_minimum_lo_ds=Map[PerQualityLevels, int32], default=int32)¶
Get Min LODFor Quality Levels
- Returns:
quality_level_minimum_lo_ds (Map[PerQualityLevels, int32]):
default (int32):
- Return type:
tuple
- get_node_mapping_container(source_asset) NodeMappingContainer ¶
Get Node Mapping Container
- Parameters:
source_asset (Blueprint) –
- Return type:
- get_overlay_material() MaterialInterface ¶
Get the default overlay material used by this mesh
- Return type:
- get_overlay_material_max_draw_distance() float ¶
Get the default overlay material max draw distance used by this mesh
- Return type:
- get_socket_by_index(index) SkeletalMeshSocket ¶
Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
- Parameters:
index (int32) –
- Return type:
- is_section_using_cloth(section_index, check_corresponding_sections=True) bool ¶
Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed)
- property lod_settings: SkeletalMeshLODSettings¶
[Read-Write]
- Type:
- property morph_targets: None¶
[Read-Write]
- Type:
(Array[MorphTarget])
- num_sockets() int32 ¶
Returns the number of sockets available. Both on this mesh and it’s skeleton.
- Return type:
int32
- property overlay_material: MaterialInterface¶
[Read-Only]
- Type:
- property physics_asset: PhysicsAsset¶
[Read-Only]
- Type:
- regenerate_lod(new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False) bool ¶
Regenerate LODs of the mesh
- Parameters:
new_lod_count (int32) – Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate
regenerate_even_if_imported (bool) – If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones
generate_base_lod (bool) – If this is true and there is some reduction data, the base LOD will be reduce according to the settings
- Returns:
true if succeed. If mesh reduction is not available this will return false.
- Return type:
- remove_lo_ds(to_remove_lo_ds) bool ¶
Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.
- set_min_lod_for_quality_levels(quality_level_minimum_lo_ds, default=-1) None ¶
Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value).
- Parameters:
quality_level_minimum_lo_ds (Map[PerQualityLevels, int32]) –
default (int32) –
- set_overlay_material(new_overlay_material) None ¶
Change the default overlay material used by this mesh
- Parameters:
new_overlay_material (MaterialInterface) –
- set_overlay_material_max_draw_distance(max_draw_distance) None ¶
Change the default overlay material max draw distance used by this mesh
- Parameters:
max_draw_distance (float) –
- property shadow_physics_asset: PhysicsAsset¶
[Read-Only]
- Type: