unreal.DatasmithDeltaGenImportOptions

class unreal.DatasmithDeltaGenImportOptions(outer: Object | None = None, name: Name | str = 'None')

Bases: DatasmithFBXImportOptions

Datasmith Delta Gen Import Options

C++ Source:

  • Plugin: DatasmithFBXImporter

  • Module: DatasmithDeltaGenTranslator

  • File: DatasmithDeltaGenImportOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • import_pos (bool): [Read-Write] import POS files

  • import_tml (bool): [Read-Write] import TML files

  • import_var (bool): [Read-Write] import VAR files

  • pos_path (FilePath): [Read-Write] Path to the *.pos file. By default it will search for a *.pos file in the same folder as the FBX file, with the same base filename as it

  • remove_invisible_nodes (bool): [Read-Write] Don’t keep nodes that marked invisible in FBX(an din the original scene), except switch variants

  • shadow_texture_mode (ShadowTextureMode): [Read-Write] How to handle shadow textures

  • simplify_node_hierarchy (bool): [Read-Write] Collapse nodes that have identity transform, have no mesh and not used in animation/variants/switches

  • texture_dirs (Array[DirectoryPath]): [Read-Write] Where to look for textures

  • tml_path (FilePath): [Read-Write] Path to the *.tml file. By default it will search for a *.tml file in the same folder as the FBX file, with the same base filename as it

  • var_path (FilePath): [Read-Write] Path to the *.var file. By default it will search for a *.var file in the same folder as the FBX file, with the same base filename as it

property import_pos: bool

[Read-Write] import POS files

Type:

(bool)

property import_tml: bool

[Read-Write] import TML files

Type:

(bool)

property import_var: bool

[Read-Write] import VAR files

Type:

(bool)

property pos_path: FilePath

[Read-Write] Path to the *.pos file. By default it will search for a *.pos file in the same folder as the FBX file, with the same base filename as it

Type:

(FilePath)

property remove_invisible_nodes: bool

[Read-Write] Don’t keep nodes that marked invisible in FBX(an din the original scene), except switch variants

Type:

(bool)

property shadow_texture_mode: ShadowTextureMode

[Read-Write] How to handle shadow textures

Type:

(ShadowTextureMode)

property simplify_node_hierarchy: bool

[Read-Write] Collapse nodes that have identity transform, have no mesh and not used in animation/variants/switches

Type:

(bool)

property tml_path: FilePath

[Read-Write] Path to the *.tml file. By default it will search for a *.tml file in the same folder as the FBX file, with the same base filename as it

Type:

(FilePath)

property var_path: FilePath

[Read-Write] Path to the *.var file. By default it will search for a *.var file in the same folder as the FBX file, with the same base filename as it

Type:

(FilePath)