unreal.DatasmithMeshElement

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

Bases: 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

Return type:

float

get_bounding_box_height() float

Get the bounding box height

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.

Return type:

Vector

get_bounding_box_width() float

Get the bounding box width

Return type:

float

get_file() str

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

Return type:

str

get_light_map_area() float

Get the total surface area

Return type:

float

get_lightmap_coordinate_index() int32

Get the UV channel that will be used for the lightmap

Return type:

int32

get_lightmap_source_uv() int32

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

Return type:

int32

get_material(slot_id) str

Get the material name in the material slot SlotId

Parameters:

slot_id (int32) –

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) –