unreal.InterchangeSkeletalMeshFactoryNode
¶
- class unreal.InterchangeSkeletalMeshFactoryNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangeMeshFactoryNode
Interchange Skeletal Mesh Factory Node
C++ Source:
Plugin: Interchange
Module: InterchangeFactoryNodes
File: InterchangeSkeletalMeshFactoryNode.h
- get_custom_bone_influence_limit() int32 or None ¶
Query 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.
- Returns:
attribute_value (int32):
- Return type:
int32 or None
- get_custom_create_physics_asset() bool or None ¶
Query whether the skeletal mesh factory should create a physics asset. Return false if the attribute was not set.
- Returns:
attribute_value (bool):
- Return type:
bool or None
- get_custom_import_content_type() InterchangeSkeletalMeshContentType or None ¶
Query the skeletal mesh import content type. This content type determines whether the factory imports partial or full translated content. Return false if the attribute was not set.
- Returns:
attribute_value (InterchangeSkeletalMeshContentType):
- Return type:
- get_custom_import_morph_target() bool or None ¶
Query whether the skeletal mesh factory should create morph targets. Return false if the attribute was not set.
- Returns:
attribute_value (bool):
- Return type:
bool or None
- get_custom_import_vertex_attributes() bool or None ¶
Query whether the skeletal mesh factory should import vertex attributes. Return false if the attribute was not set.
- Returns:
attribute_value (bool):
- Return type:
bool or None
- get_custom_morph_threshold_position() float or None ¶
Query the skeletal mesh threshold value that is used to compare vertex position equality when computing morph target deltas.
- Returns:
attribute_value (float):
- Return type:
float or None
- get_custom_physic_asset_soft_object_path() SoftObjectPath or None ¶
Query a physics asset the skeletal mesh factory should use. Return false if the attribute was not set.
- Returns:
attribute_value (SoftObjectPath):
- Return type:
SoftObjectPath or None
- get_custom_skeleton_soft_object_path() SoftObjectPath or None ¶
Query the skeletal mesh factory skeleton UObject. Return false if the attribute was not set.
- Returns:
attribute_value (SoftObjectPath):
- Return type:
SoftObjectPath or None
- get_custom_threshold_position() float or None ¶
Query the skeletal mesh threshold value that is used to decide whether two vertex positions are equal.
- Returns:
attribute_value (float):
- Return type:
float or None
- get_custom_threshold_tangent_normal() float or None ¶
Query the skeletal mesh threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.
- Returns:
attribute_value (float):
- Return type:
float or None
- get_custom_threshold_uv() float or None ¶
Query the skeletal mesh threshold value that is used to decide whether two UVs are equal.
- Returns:
attribute_value (float):
- Return type:
float or None
- get_custom_use_high_precision_skin_weights() bool or None ¶
Query the skeletal mesh UseHighPrecisionSkinWeights setting.
- Returns:
attribute_value (bool):
- Return type:
bool or None
- initialize_skeletal_mesh_node(unique_id, display_label, asset_class) None ¶
Initialize node data. param:: UniqueID - The unique ID for this node.
- set_custom_bone_influence_limit(attribute_value, add_apply_delegate=True) bool ¶
Set 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.
- set_custom_create_physics_asset(attribute_value) bool ¶
Set whether the skeletal mesh factory should create a physics asset. Return false if the attribute could not be set.
- set_custom_import_content_type(attribute_value) bool ¶
Set the skeletal mesh import content type. This content type determines whether the factory imports partial or full translated content. Return false if the attribute could not be set.
- Parameters:
attribute_value (InterchangeSkeletalMeshContentType) –
- Return type:
- set_custom_import_morph_target(attribute_value) bool ¶
Set whether the skeletal mesh factory should create morph targets. Return false if the attribute could not be set.
- set_custom_import_vertex_attributes(attribute_value) bool ¶
Set whether the skeletal mesh factory should import vertex attributes. Return false if the attribute could not be set.
- set_custom_morph_threshold_position(attribute_value, add_apply_delegate=True) bool ¶
Set the skeletal mesh threshold value that is used to compare vertex position equality when computing morph target deltas.
- set_custom_physic_asset_soft_object_path(attribute_value) bool ¶
Set a physics asset the skeletal mesh factory should use. Return false if the attribute could not be set.
- Parameters:
attribute_value (SoftObjectPath) –
- Return type:
- set_custom_skeleton_soft_object_path(attribute_value) bool ¶
Set the skeletal mesh factory skeleton UObject. Return false if the attribute could not be set.
- Parameters:
attribute_value (SoftObjectPath) –
- Return type:
- set_custom_threshold_position(attribute_value, add_apply_delegate=True) bool ¶
Set the skeletal mesh threshold value that is used to decide whether two vertex positions are equal.
- set_custom_threshold_tangent_normal(attribute_value, add_apply_delegate=True) bool ¶
Set the skeletal mesh threshold value that is used to decide whether two normals, tangents, or bi-normals are equal.