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:

InterchangeSkeletalMeshContentType or None

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

get_object_class()

Get the class this node creates.

Return type:

type(Class)

initialize_skeletal_mesh_node(unique_id, display_label, asset_class) None

Initialize node data. param:: UniqueID - The unique ID for this node.

Parameters:
  • unique_id (str) –

  • display_label (str) – The name of the node.

  • asset_class (str) – The class the SkeletalMesh factory will create 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.

Parameters:
  • attribute_value (int32) –

  • add_apply_delegate (bool) –

Return type:

bool

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.

Parameters:

attribute_value (bool) –

Return type:

bool

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:

bool

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.

Parameters:

attribute_value (bool) –

Return type:

bool

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.

Parameters:

attribute_value (bool) –

Return type:

bool

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.

Parameters:
  • attribute_value (float) –

  • add_apply_delegate (bool) –

Return type:

bool

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:

bool

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:

bool

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.

Parameters:
  • attribute_value (float) –

  • add_apply_delegate (bool) –

Return type:

bool

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.

Parameters:
  • attribute_value (float) –

  • add_apply_delegate (bool) –

Return type:

bool

set_custom_threshold_uv(attribute_value, add_apply_delegate=True) bool

Set the skeletal mesh threshold value that is used to decide whether two UVs are equal.

Parameters:
  • attribute_value (float) –

  • add_apply_delegate (bool) –

Return type:

bool

set_custom_use_high_precision_skin_weights(attribute_value, add_apply_delegate=True) bool

Set the skeletal mesh UseHighPrecisionSkinWeights setting.

Parameters:
  • attribute_value (bool) –

  • add_apply_delegate (bool) –

Return type:

bool