unreal.SkeletalMeshMergeParams
¶
- class unreal.SkeletalMeshMergeParams(mesh_section_mappings: Array[SkelMeshMergeSectionMapping] = [], uv_transforms_per_mesh: Array[SkelMeshMergeMeshUVTransforms] = [], meshes_to_merge: Array[SkeletalMesh] = [], strip_top_lods: int = 0, needs_cpu_access: bool = False, skeleton_before: bool = False, skeleton: Skeleton = Ellipsis)¶
Bases:
StructBase
Struct containing all parameters used to perform a Skeletal Mesh merge.
C++ Source:
Plugin: SkeletalMerging
Module: SkeletalMerging
File: SkeletalMergingLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
mesh_section_mappings
(Array[SkelMeshMergeSectionMapping]): [Read-Write] Mesh Section Mappings: An optional array to map sections from the source meshes to merged section entriesmeshes_to_merge
(Array[SkeletalMesh]): [Read-Write] Meshes to Merge: The list of skeletal meshes to merge.needs_cpu_access
(bool): [Read-Write] Needs Cpu Access: Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).skeleton
(Skeleton): [Read-Write] Skeleton: Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK.skeleton_before
(bool): [Read-Write] Skeleton Before: Update skeleton before merge. Otherwise, update after. Skeleton must also be provided.strip_top_lods
(int32): [Read-Write] Strip Top LODS: The number of high LODs to remove from input meshesuv_transforms_per_mesh
(Array[SkelMeshMergeMeshUVTransforms]): [Read-Write] UVTransforms Per Mesh: An optional array to transform the UVs in each mesh
- property mesh_section_mappings: Array[SkelMeshMergeSectionMapping]¶
[Read-Write] Mesh Section Mappings: An optional array to map sections from the source meshes to merged section entries
- Type:
- property meshes_to_merge: Array[SkeletalMesh]¶
[Read-Write] Meshes to Merge: The list of skeletal meshes to merge.
- Type:
- property needs_cpu_access: bool¶
[Read-Write] Needs Cpu Access: Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).
- Type:
(bool)
- property skeleton: Skeleton¶
[Read-Write] Skeleton: Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK.
- Type:
(Skeleton)
- property skeleton_before: bool¶
[Read-Write] Skeleton Before: Update skeleton before merge. Otherwise, update after. Skeleton must also be provided.
- Type:
(bool)
- property strip_top_lods: int¶
[Read-Write] Strip Top LODS: The number of high LODs to remove from input meshes
- Type:
(int32)
- property uv_transforms_per_mesh: Array[SkelMeshMergeMeshUVTransforms]¶
[Read-Write] UVTransforms Per Mesh: An optional array to transform the UVs in each mesh
- Type: