unreal.FbxMeshImportData

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

Bases: unreal.FbxAssetImportData

Import data and options used when importing any mesh from FBX

C++ Source:

  • Module: UnrealEd
  • File: FbxMeshImportData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_pivot_in_vertex (bool): [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.
  • convert_scene (bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate system
  • convert_scene_unit (bool): [Read-Write] Convert the scene from FBX unit to UE4 unit (centimeter).
  • force_front_x_axis (bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate system with front X axis instead of -Y
  • import_mesh_lo_ds (bool): [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported
  • import_rotation (Rotator): [Read-Write] Import Rotation
  • import_translation (Vector): [Read-Write] Import Translation
  • import_uniform_scale (float): [Read-Write] Import Uniform Scale
  • normal_generation_method (FBXNormalGenerationMethod): [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh
  • normal_import_method (FBXNormalImportMethod): [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.
  • source_data (AssetImportInfo): [Read-Only] Source file data describing the files that were used to import this asset.
  • transform_vertex_to_absolute (bool): [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.
bake_pivot_in_vertex

**(bool)* – [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note* – “TransformVertexToAbsolute” must be false.

import_mesh_lo_ds

(bool) – [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported

normal_generation_method

(FBXNormalGenerationMethod) – [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh

normal_import_method

(FBXNormalImportMethod) – [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.

transform_vertex_to_absolute

(bool) – [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.