unreal.InterchangePipelineMeshesUtilitiesContext

class unreal.InterchangePipelineMeshesUtilitiesContext(convert_static_mesh_to_skeletal_mesh: bool = False, convert_skeletal_mesh_to_static_mesh: bool = False, convert_statics_with_morph_targets_to_skeletals: bool = False, import_meshes_in_bone_hierarchy: bool = False, query_geometry_only_if_no_instance: bool = False)

Bases: StructBase

  • Represents the context UInterchangePipelineMeshesUtilities will use when the client queries data.

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangePipelineMeshesUtilities.h

Editor Properties: (see get_editor_property/set_editor_property)

  • convert_skeletal_mesh_to_static_mesh (bool): [Read-Write] If enabled, all skeletal meshes are converted to static meshes.

  • convert_static_mesh_to_skeletal_mesh (bool): [Read-Write] If enabled, all static meshes are converted to skeletal meshes.

  • convert_statics_with_morph_targets_to_skeletals (bool): [Read-Write] If enabled, all static meshes that have morph targets will be imported as skeletal meshes instead.

  • import_meshes_in_bone_hierarchy (bool): [Read-Write] If enabled, meshes nested in bone hierarchies are imported as meshes instead of being converted to bones. If the meshes are not skinned, they are added to the skeletal mesh and removed from the list of static meshes.

  • query_geometry_only_if_no_instance (bool): [Read-Write] When querying geometry, this flag will not add MeshGeometry if there is a scene node that points to a geometry.

property convert_skeletal_mesh_to_static_mesh: bool

[Read-Write] If enabled, all skeletal meshes are converted to static meshes.

Type:

(bool)

property convert_static_mesh_to_skeletal_mesh: bool

[Read-Write] If enabled, all static meshes are converted to skeletal meshes.

Type:

(bool)

property convert_statics_with_morph_targets_to_skeletals: bool

[Read-Write] If enabled, all static meshes that have morph targets will be imported as skeletal meshes instead.

Type:

(bool)

property import_meshes_in_bone_hierarchy: bool

[Read-Write] If enabled, meshes nested in bone hierarchies are imported as meshes instead of being converted to bones. If the meshes are not skinned, they are added to the skeletal mesh and removed from the list of static meshes.

Type:

(bool)

property query_geometry_only_if_no_instance: bool

[Read-Write] When querying geometry, this flag will not add MeshGeometry if there is a scene node that points to a geometry.

Type:

(bool)