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 entries

  • meshes_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 meshes

  • uv_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:

(Array[SkelMeshMergeSectionMapping])

property meshes_to_merge: Array[SkeletalMesh]

[Read-Write] Meshes to Merge: The list of skeletal meshes to merge.

Type:

(Array[SkeletalMesh])

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:

(Array[SkelMeshMergeMeshUVTransforms])