unreal.FbxMeshImportData

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

Bases: 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.

  • compute_weighted_normals (bool): [Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents

  • convert_scene (bool): [Read-Write] Convert the scene from FBX coordinate system to UE coordinate system

  • convert_scene_unit (bool): [Read-Write] Convert the scene from FBX unit to UE unit (centimeter).

  • force_front_x_axis (bool): [Read-Write] Convert the scene from FBX coordinate system to UE 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_translation (Vector): [Read-Write]

  • import_uniform_scale (float): [Read-Write]

  • 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.

  • reorder_material_to_fbx_order (bool): [Read-Write] If checked, The material list will be reorder to the same order has the FBX file.

  • 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.

property bake_pivot_in_vertex: bool

“TransformVertexToAbsolute” must be false.

Type:

(bool)

Type:

[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

property compute_weighted_normals: bool

[Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents

Type:

(bool)

property 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

Type:

(bool)

property normal_generation_method: FBXNormalGenerationMethod

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

Type:

(FBXNormalGenerationMethod)

property normal_import_method: FBXNormalImportMethod

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

Type:

(FBXNormalImportMethod)

property reorder_material_to_fbx_order: bool

[Read-Write] If checked, The material list will be reorder to the same order has the FBX file.

Type:

(bool)

property 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.

Type:

(bool)