unreal.InterchangeGenericMeshPipeline

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

Bases: InterchangePipelineBase

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C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericMeshPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_influence_limit (int32): [Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

  • build_nanite (bool): [Read-Write] If enabled, imported meshes will be rendered by Nanite at runtime. Make sure your meshes and materials meet the requirements for Nanite.

  • build_reversed_index_buffer (bool): [Read-Write] If enabled, builds a reversed index buffer for each static mesh.

  • build_scale3d (Vector): [Read-Write] The local scale applied when building the mesh.

  • combine_skeletal_meshes (bool): [Read-Write] If enabled, all skinned mesh nodes that belong to the same skeleton root joint are combined into a single skeletal mesh.

  • combine_static_meshes (bool): [Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

  • create_physics_asset (bool): [Read-Write] If enabled, create new PhysicsAsset if one doesn’t exist.

  • distance_field_replacement_mesh (StaticMesh): [Read-Write] If set, replaces the distance field for all imported meshes with the distance field of the specified Static Mesh.

  • distance_field_resolution_scale (float): [Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which assumes that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write] Specifies the index of the UV channel that will store generated lightmap UVs.

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Determines whether to generate the distance field treating every triangle hit as a front face. When enabled, prevents the distance field from being discarded due to the mesh being open, but also lowers distance field ambient occlusion quality.

  • generate_lightmap_u_vs (bool): [Read-Write] If enabled, generates lightmap UVs for each static mesh.

  • import_collision (bool): [Read-Write] If enabled, custom collision will be imported. If enabled and there is no custom collision, a generic collision will be automatically generated. If disabled, no collision will be created or imported.

  • import_collision_according_to_mesh_name (bool): [Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

    Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

  • import_morph_targets (bool): [Read-Write] If enabled, imports all morph target shapes found in the source.

  • import_skeletal_meshes (bool): [Read-Write] If enabled, imports all skeletal mesh assets found in the sources.

  • import_static_meshes (bool): [Read-Write] If enabled, imports all static mesh assets found in the sources.

  • import_vertex_attributes (bool): [Read-Write] If enabled, creates named vertex attributes for secondary vertex color data.

  • lod_group (Name): [Read-Write] The LOD group that will be assigned to this mesh.

  • max_lumen_mesh_cards (int32): [Read-Write] The maximum number of Lumen mesh cards to generate for this mesh. More cards means that the surface will have better coverage, but will result in increased runtime overhead. Set this to 0 to disable mesh card generation for this mesh. The default is 12.

  • min_lightmap_resolution (int32): [Read-Write] When generating lightmaps, determines the amount of padding used to pack UVs. Set this value to the lowest-resolution lightmap you expect to use with the imported meshes.

  • morph_threshold_position (float): [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

  • one_convex_hull_per_ucx (bool): [Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

  • physics_asset (PhysicsAsset): [Read-Write] If set, use the specified PhysicsAsset. If not set and the Create Physics Asset setting is not enabled, the importer will not generate or set any physics asset.

  • skeletal_mesh_import_content_type (InterchangeSkeletalMeshContentType): [Read-Write] Determines what types of information are imported for skeletal meshes.

  • src_lightmap_index (int32): [Read-Write] Specifies the index of the UV channel that will be used as the source when generating lightmaps.

  • support_face_remap (bool): [Read-Write] If enabled, imported static meshes are set up for use with physical material masks.

  • threshold_position (float): [Read-Write] Threshold value that is used to decide whether two vertex positions are equal.

  • threshold_tangent_normal (float): [Read-Write] Threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.

  • threshold_uv (float): [Read-Write] Threshold value that is used to decide whether two UVs are equal.

  • update_skeleton_reference_pose (bool): [Read-Write] Enable this option to update the reference pose of the Skeleton (of the mesh). The reference pose of the mesh is always updated.

  • use_high_precision_skin_weights (bool): [Read-Write] If enabled, imported skin weights use 16 bits instead of 8 bits.

property bone_influence_limit: int

[Read-Write] The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

Type:

(int32)

property build_nanite: bool

[Read-Write] If enabled, imported meshes will be rendered by Nanite at runtime. Make sure your meshes and materials meet the requirements for Nanite.

Type:

(bool)

property build_reversed_index_buffer: bool

[Read-Write] If enabled, builds a reversed index buffer for each static mesh.

Type:

(bool)

property build_scale3d: Vector

[Read-Write] The local scale applied when building the mesh.

Type:

(Vector)

property combine_skeletal_meshes: bool

[Read-Write] If enabled, all skinned mesh nodes that belong to the same skeleton root joint are combined into a single skeletal mesh.

Type:

(bool)

property combine_static_meshes: bool

[Read-Write] If enabled, all translated static mesh nodes will be imported as a single static mesh.

Type:

(bool)

property create_physics_asset: bool

[Read-Write] If enabled, create new PhysicsAsset if one doesn’t exist.

Type:

(bool)

property distance_field_replacement_mesh: StaticMesh

[Read-Write] If set, replaces the distance field for all imported meshes with the distance field of the specified Static Mesh.

Type:

(StaticMesh)

property distance_field_resolution_scale: float

[Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which assumes that the mesh will be placed unscaled in the world.

Type:

(float)

property dst_lightmap_index: int

[Read-Write] Specifies the index of the UV channel that will store generated lightmap UVs.

Type:

(int32)

property generate_distance_field_as_if_two_sided: bool

[Read-Write] Determines whether to generate the distance field treating every triangle hit as a front face. When enabled, prevents the distance field from being discarded due to the mesh being open, but also lowers distance field ambient occlusion quality.

Type:

(bool)

property generate_lightmap_u_vs: bool

[Read-Write] If enabled, generates lightmap UVs for each static mesh.

Type:

(bool)

property import_collision: bool

[Read-Write] If enabled, custom collision will be imported. If enabled and there is no custom collision, a generic collision will be automatically generated. If disabled, no collision will be created or imported.

Type:

(bool)

property import_collision_according_to_mesh_name: bool

[Read-Write] If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

Supported prefixes are: UBX_ Box collision UCP_ Capsule collision USP_ Sphere collision UCX_ Convex collision

Type:

(bool)

property import_morph_targets: bool

[Read-Write] If enabled, imports all morph target shapes found in the source.

Type:

(bool)

property import_skeletal_meshes: bool

[Read-Write] If enabled, imports all skeletal mesh assets found in the sources.

Type:

(bool)

property import_static_meshes: bool

[Read-Write] If enabled, imports all static mesh assets found in the sources.

Type:

(bool)

property import_vertex_attributes: bool

[Read-Write] If enabled, creates named vertex attributes for secondary vertex color data.

Type:

(bool)

property lod_group: Name

[Read-Write] The LOD group that will be assigned to this mesh.

Type:

(Name)

property max_lumen_mesh_cards: int

[Read-Write] The maximum number of Lumen mesh cards to generate for this mesh. More cards means that the surface will have better coverage, but will result in increased runtime overhead. Set this to 0 to disable mesh card generation for this mesh. The default is 12.

Type:

(int32)

property min_lightmap_resolution: int

[Read-Write] When generating lightmaps, determines the amount of padding used to pack UVs. Set this value to the lowest-resolution lightmap you expect to use with the imported meshes.

Type:

(int32)

property morph_threshold_position: float

[Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

Type:

(float)

property one_convex_hull_per_ucx: bool

[Read-Write] If enabled, each UCX collision mesh will be imported as a single convex hull. If disabled, a UCX mesh will be decomposed into its separate pieces and a convex hull generated for each.

Type:

(bool)

property physics_asset: PhysicsAsset

[Read-Write] If set, use the specified PhysicsAsset. If not set and the Create Physics Asset setting is not enabled, the importer will not generate or set any physics asset.

Type:

(PhysicsAsset)

property skeletal_mesh_import_content_type: InterchangeSkeletalMeshContentType

[Read-Write] Determines what types of information are imported for skeletal meshes.

Type:

(InterchangeSkeletalMeshContentType)

property src_lightmap_index: int

[Read-Write] Specifies the index of the UV channel that will be used as the source when generating lightmaps.

Type:

(int32)

property support_face_remap: bool

[Read-Write] If enabled, imported static meshes are set up for use with physical material masks.

Type:

(bool)

property threshold_position: float

[Read-Write] Threshold value that is used to decide whether two vertex positions are equal.

Type:

(float)

property threshold_tangent_normal: float

[Read-Write] Threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.

Type:

(float)

property threshold_uv: float

[Read-Write] Threshold value that is used to decide whether two UVs are equal.

Type:

(float)

property update_skeleton_reference_pose: bool

[Read-Write] Enable this option to update the reference pose of the Skeleton (of the mesh). The reference pose of the mesh is always updated.

Type:

(bool)

property use_high_precision_skin_weights: bool

[Read-Write] If enabled, imported skin weights use 16 bits instead of 8 bits.

Type:

(bool)