unreal.DatasmithVREDImportOptions

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

Bases: unreal.DatasmithFBXImportOptions

Datasmith VREDImport Options

C++ Source:

  • Plugin: DatasmithFBXImporter
  • Module: DatasmithVREDImporter
  • File: DatasmithVREDImportOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • clip_info_path (FilePath): [Read-Write] Path to the *.clips file. By default it will search for a *.clips file in the same folder as the FBX file, with the same base filename as it
  • colorize_materials (bool): [Read-Write] Do not import actual materials from Fbx, but generate dummy colorized materials instead
  • generate_lightmap_u_vs (bool): [Read-Write] Generate new UV coordinates for lightmapping instead of using the highest index UV set. Turn this on to have Unreal Studio generate lightmap UV sets automatically. Turn this off to try using the highest index existing UV set (if available) as the lightmap UV set. For both cases, geometry without existing UV sets will receive an empty UV set, which will by itself not be valid for use with Lightmass.
  • import_animations (bool): [Read-Write] Extracts and uses the animations stored in the FBX file
  • import_clip_info (bool): [Read-Write] Uses the *.clips file saved alongside the exported FBX to import information about animation clips and blocks, mirroring VRED’s animation system
  • import_light_info (bool): [Read-Write] Uses the *.lights file saved alongside the exported FBX to import extra information about lights not saved in the FBX file
  • import_mats (bool): [Read-Write] Uses the *.mats file saved alongside the exported FBX for a more accurate material reproduction
  • import_var (bool): [Read-Write] Uses the *.var file saved alongside the exported FBX
  • intermediate_serialization (DatasmithVREDIntermediateSerializationType): [Read-Write] Cache imported Fbx file in intermediate format for faster debugging
  • light_info_path (FilePath): [Read-Write] Path to the *.lights file. By default it will search for a *.light file in the same folder as the FBX file, with the same base filename as it
  • mats_path (FilePath): [Read-Write] Path to the *.mats file. By default it will search for a *.mats file in the same folder as the FBX file, with the same base filename as it
  • merge_nodes (bool): [Read-Write] Merge nodes that are not used in variants/animations
  • optimize_duplicated_nodes (bool): [Read-Write] Finds duplicated scene nodes which could be replaced with a single instance
  • textures_dir (DirectoryPath): [Read-Write] Path to look for textures
  • 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