unreal.UsdMeshAssetOptions¶
- class unreal.UsdMeshAssetOptions(use_payload: bool = False, payload_format: str = '', bake_materials: bool = False, material_baking_options: UsdMaterialBakingOptions = Ellipsis, export_static_mesh_source_data: bool = False, convert_skeletal_to_non_skeletal: bool = False, lowest_mesh_lod: int = 0, highest_mesh_lod: int = 0)¶
Bases:
StructBaseUsd Mesh Asset Options
C++ Source:
Plugin: USDImporter
Module: USDExporter
File: USDAssetOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
bake_materials(bool): [Read-Write] Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assetsconvert_skeletal_to_non_skeletal(bool): [Read-Write] Whether to convert skeletal data to non-skeletal, ie. skeletal mesh to static mesh, anim sequence to animated meshexport_static_mesh_source_data(bool): [Read-Write] If true it means we’ll try exporting the source data when exporting static meshes. Not all meshes contain their source data though. If we fail to find any source data, we’ll fall back to exporting the render data instead.If false it means we’ll export the render data instead: This can be closer to what is seen on the viewport, but it can also be the most processed. For example, if the mesh has Nanite enabled this render data may be a much coarser version of the source mesh.
This is only relevant for StaticMeshes, and has no effect on other mesh types (SkeletalMeshes, GeometryCaches, etc.)
highest_mesh_lod(int32): [Read-Write] Highest of the LOD indices to export static and skeletal meshes withlowest_mesh_lod(int32): [Read-Write] Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)material_baking_options(UsdMaterialBakingOptions): [Read-Write]payload_format(str): [Read-Write] USD format to use for exported payload filesuse_payload(bool): [Read-Write] If true, the mesh data is exported to yet another “payload” file, and referenced via a payload composition arc
- property bake_materials: bool¶
[Read-Write] Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assets
- Type:
(bool)
- property convert_skeletal_to_non_skeletal: bool¶
[Read-Write] Whether to convert skeletal data to non-skeletal, ie. skeletal mesh to static mesh, anim sequence to animated mesh
- Type:
(bool)
- property export_static_mesh_source_data: bool¶
[Read-Write] If true it means we’ll try exporting the source data when exporting static meshes. Not all meshes contain their source data though. If we fail to find any source data, we’ll fall back to exporting the render data instead.
If false it means we’ll export the render data instead: This can be closer to what is seen on the viewport, but it can also be the most processed. For example, if the mesh has Nanite enabled this render data may be a much coarser version of the source mesh.
This is only relevant for StaticMeshes, and has no effect on other mesh types (SkeletalMeshes, GeometryCaches, etc.)
- Type:
(bool)
- property highest_mesh_lod: int¶
[Read-Write] Highest of the LOD indices to export static and skeletal meshes with
- Type:
(int32)
- property lowest_mesh_lod: int¶
[Read-Write] Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)
- Type:
(int32)
- property material_baking_options: UsdMaterialBakingOptions¶
[Read-Write]
- Type: