unreal.DatasmithMeshElement

class unreal.DatasmithMeshElement(outer=None, name='None')

Bases: unreal.DatasmithObjectElement

UDatasmithMeshElement defines an actual geometry.

C++ Source:

  • Plugin: DatasmithImporter
  • Module: DatasmithImporter
  • File: DatasmithUObjectElements.h
get_bounding_box_depth() → float

Get the bounding box depth

Returns:
Return type:float
get_bounding_box_height() → float

Get the bounding box height

Returns:
Return type:float
get_bounding_box_size() → Vector

Get the bounding box represented by a Vector. X is Width, Y is Height, Z is Depth.

Returns:
Return type:Vector
get_bounding_box_width() → float

Get the bounding box width

Returns:
Return type:float
get_file() → str

Get the output filename, it can be absolute or relative to the scene file

Returns:
Return type:str
get_light_map_area() → float

Get the total surface area

Returns:
Return type:float
get_lightmap_coordinate_index() → int32

Get the UV channel that will be used for the lightmap

Returns:
Return type:int32
get_lightmap_source_uv() → int32

Get the source UV channel that will be used at import to generate the lightmap UVs

Returns:
Return type:int32
get_material(slot_id) → str

Get the material name in the material slot SlotId

Parameters:slot_id (int32) –
Returns:
Return type:str
set_lightmap_coordinate_index(uv_channel) → None

Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation

Parameters:uv_channel (int32) –
set_lightmap_source_uv(uv_channel) → None

Set the source UV channel that will be used at import to generate the lightmap UVs

Parameters:uv_channel (int32) –
set_material(material_name, slot_id) → None

Set the material name to associate with slot SlotId

Parameters:
  • material_name (str) –
  • slot_id (int32) –