Function Name | Description | |
---|---|---|
get_static_mesh_materials | Get all Static Materials of static mesh. | |
set_static_mesh_materials | Get all Static Materials of static mesh. | |
get_imported_original_mat_names | Get the names from Mesh's ImportMaterialOriginalNameData of StaticMesh's ImportData | |
get_original_lod_data_count | Get number of LODs from ImportMeshData. It's may not equal to the number of actual mesh asset, which can generate lods in editor. | |
get_original_lod_mat_names | Get the Section Original Material Names from specified LOD of mesh. | |
is_this_lod_generated_by_mesh_reduction | Is Specified LOD is generated in editor. | |
set_lod_section_material_slot_index | Set Material Slot Index of Specified mesh LOD. | |
get_section_cast_shadow | Is specified section of LOD cast shadow. | |
get_overlapping_box_count | Get the number of instances that overlap a given box | |
get_overlapping_sphere_count | Get the number of instances that overlap a given sphere | |
get_static_mesh_sockets | Get the static mesh sockets of the mesh object | |
set_static_mesh_sockets | Set the static mesh sockets of the mesh object | |
set_static_mesh_socket_name | Set the name of static mesh socket. | |
convert_procedural_mesh_to_static_mesh | UStaticMesh* StaticMeshvert the procedural mesh to static mesh asset | |
apply_nanite | Set and Apply the Enable Nanite of static mesh asset. UE5 Only. | |
set_uvs_from_camera_projection | Project the DynamicMesh to specified UVSet in current view. | |
get_visible_triangles | Get the visible triangles of DynamicMesh in current view. | |
rasterize_and_trace_triangles_uv | Trace the visibility of DynamicMesh in current view.(Experimental) | |
trace_dynamic_mesh_triangles_visibility | Trace the visibility of DynamicMesh's triangles in current view. | |
get_triangles_face_normal_in_view | Get the face normal of DynamicMesh in current view. (Experimental) | |
cal_triangles_derivatives | Calculate the merged ddxy of DynamicMesh's triangles in current view. (Experimental) | |
export_normal_and_derivatives | Export the current normal and mip of DynamicMesh in current view as raw data. (Experimental) |
get_static_mesh_materials¶
Get all Static Materials of static mesh.
unreal.PythonMeshLib.get_static_mesh_materials(mesh) -> Array[StaticMaterial]
Get all Static Materials of static mesh.
Args:
mesh (StaticMesh): The Static Mesh owned the Materials.
Returns:
Array[StaticMaterial]:
out_materials (Array[StaticMaterial]): The Static Materials of the mesh in list.
set_static_mesh_materials¶
Get all Static Materials of static mesh.
unreal.PythonMeshLib.set_static_mesh_materials(mesh, materials, slot_names) -> None
Get all Static Materials of static mesh.
Args:
mesh (StaticMesh): The target static mesh.
materials (Array[StaticMaterial]): The material list you want to set to the mesh.
slot_names (Array[Name]): The new material slot names of the mesh.
get_imported_original_mat_names¶
Get the names from Mesh's ImportMaterialOriginalNameData of StaticMesh's ImportData
unreal.PythonMeshLib.get_imported_original_mat_names(mesh) -> Array[str] or None
Get the names from Mesh's ImportMaterialOriginalNameData of StaticMesh's ImportData
Args:
mesh (StaticMesh): The target static mesh.
Returns:
Array[str] or None:
out_material_names (Array[str]): The names in material original name data.
get_original_lod_data_count¶
Get number of LODs from ImportMeshData. It's may not equal to the number of actual mesh asset, which can generate lods in editor.
unreal.PythonMeshLib.get_original_lod_data_count(mesh) -> int32
Get number of LODs from ImportMeshData. It's may not equal to the number of actual mesh asset, which can generate lods in editor.
Args:
mesh (StaticMesh): The target static mesh.
Returns:
int32: The number of LOD.
get_original_lod_mat_names¶
Get the Section Original Material Names from specified LOD of mesh.
unreal.PythonMeshLib.get_original_lod_mat_names(mesh, lod_level) -> Array[str] or None
Get the Section Original Material Names from specified LOD of mesh.
Args:
mesh (StaticMesh): The target static mesh.
lod_level (int32): Specified LOD level.
Returns:
Array[str] or None:
out_material_names (Array[str]): The Material's names.
is_this_lod_generated_by_mesh_reduction¶
Is Specified LOD is generated in editor.
unreal.PythonMeshLib.is_this_lod_generated_by_mesh_reduction(mesh, lod_level) -> bool
Is Specified LOD is generated in editor.
result: Whether this LOD's mesh is generated in editor or not.
Args:
mesh (StaticMesh): The target static mesh.
lod_level (int32): Specified LOD level.
Returns:
bool:
set_lod_section_material_slot_index¶
Set Material Slot Index of Specified mesh LOD.
unreal.PythonMeshLib.set_lod_section_material_slot_index(static_mesh, lod_index, section_index, new_material_slot_index, new_material_slot_name) -> None
Set Material Slot Index of Specified mesh LOD.
Args:
static_mesh (StaticMesh):
lod_index (int32):
section_index (int32): The section index of LOD.
new_material_slot_index (int32): The new material slot index for the section.
new_material_slot_name (Name): The name for material slot.
get_section_cast_shadow¶
Is specified section of LOD cast shadow.
unreal.PythonMeshLib.get_section_cast_shadow(static_mesh, lod_level, section_id) -> bool
Is specified section of LOD cast shadow.
result: Whether this section of mesh cast shadow.
Args:
static_mesh (StaticMesh):
lod_level (int32): Specified LOD level.
section_id (int32): Specified section id of LOD.
Returns:
bool:
get_overlapping_box_count¶
Get the number of instances that overlap a given box
unreal.PythonMeshLib.get_overlapping_box_count(hism, box) -> int32
Get the number of instances that overlap a given box
result: The overlapped number of instances.
Args:
hism (HierarchicalInstancedStaticMeshComponent): The target HierarchicalInstancedStaticMeshComponent.
box (Box): Box for overlapping test.
Returns:
int32:
get_overlapping_sphere_count¶
Get the number of instances that overlap a given sphere
unreal.PythonMeshLib.get_overlapping_sphere_count(hism, sphere_center, sphere_radius) -> int32
Get the number of instances that overlap a given sphere
result: The overlapped number of instances.
Args:
hism (HierarchicalInstancedStaticMeshComponent): The target HierarchicalInstancedStaticMeshComponent.
sphere_center (Vector): The center position of Sphere for overlapping test.
sphere_radius (float): The radius of Sphere.
Returns:
int32:
get_static_mesh_sockets¶
Get the static mesh sockets of the mesh object
unreal.PythonMeshLib.get_static_mesh_sockets(obj) -> Array[StaticMeshSocket]
Get the static mesh sockets of the mesh object
result: The static mesh sockets of the mesh.
Args:
obj (Object): The target mesh.
Returns:
Array[StaticMeshSocket]:
set_static_mesh_sockets¶
Set the static mesh sockets of the mesh object
unreal.PythonMeshLib.set_static_mesh_sockets(obj, sockets) -> bool
Set the static mesh sockets of the mesh object
result: Succeed or not.
Args:
obj (Object): The target mesh.
sockets (Array[StaticMeshSocket]): The sockets for mesh.
Returns:
bool:
set_static_mesh_socket_name¶
Set the name of static mesh socket.
unreal.PythonMeshLib.set_static_mesh_socket_name(socket, socket_name) -> StaticMeshSocket
Set the name of static mesh socket.
deprecated: SetStaticMeshSocketName is deprecated, use set_editor_property('socket_name', new_socket_name) instead
result: The mesh socket.
Args:
socket (StaticMeshSocket): The target Socket.
socket_name (Name): The new name of socket.
Returns:
StaticMeshSocket:
convert_procedural_mesh_to_static_mesh¶
UStaticMesh* StaticMeshvert the procedural mesh to static mesh asset
unreal.PythonMeshLib.convert_procedural_mesh_to_static_mesh(proc_mesh_comp, package_path, recompute_normals=False, recompute_tangents=False, remove_degenerates=False, use_high_precision_tangent_basis=False, use_full_precision_u_vs=False, generate_lightmap_u_vs=True) -> StaticMesh
UStaticMesh* StaticMeshvert the procedural mesh to static mesh asset
Args:
proc_mesh_comp (ProceduralMeshComponent): The ProcMeshComp mesh Component
package_path (str): The StaticMesh Asset package path
recompute_normals (bool): Recompute mesh normal or not, default = false
recompute_tangents (bool): Recompute mesh tangents or not, default = false
remove_degenerates (bool): Remove Degenerates triangles or not, default = false
use_high_precision_tangent_basis (bool): Use high precision tangent basis or not, default = false
use_full_precision_u_vs (bool): Stored UVs with full floating point precision or not, default = false
generate_lightmap_u_vs (bool): Generate Lightmap UVs or not, default = true
Returns:
StaticMesh: return the converted static mesh
apply_nanite¶
Set and Apply the Enable Nanite of static mesh asset. UE5 Only.
unreal.PythonMeshLib.apply_nanite(static_mesh, enable_nanite) -> None
Set and Apply the Enable Nanite of static mesh asset. UE5 Only.
note: This function will trigger Nanite mesh rebuild, which will cost several seconds or more.
Args:
static_mesh (StaticMesh): The target static mesh asset.
enable_nanite (bool): Enable Nanite or not.
set_uvs_from_camera_projection¶
Project the DynamicMesh to specified UVSet in current view.
unreal.PythonMeshLib.set_uvs_from_camera_projection(target_mesh, uv_set_index, selection, m, view_info) -> DynamicMesh
Project the DynamicMesh to specified UVSet in current view.
note: need UE 5.1+
Args:
target_mesh (DynamicMesh): The target DynamicMesh.
uv_set_index (int32): The UVSet index of mesh.
selection (GeometryScriptMeshSelection): The selection of mesh.
m (Matrix): The transform matrix of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
Returns:
DynamicMesh: The projected DynamicMesh.
get_visible_triangles¶
Get the visible triangles of DynamicMesh in current view.
unreal.PythonMeshLib.get_visible_triangles(target_mesh, mesh_transform, view_info, invert) -> (DynamicMesh, selection_out=GeometryScriptMeshSelection)
Get the visible triangles of DynamicMesh in current view.
note: need UE 5.1+
Args:
target_mesh (DynamicMesh): The target DynamicMesh.
mesh_transform (Transform): The transform of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
invert (bool): Invert the selection or not.
Returns:
GeometryScriptMeshSelection: The visible triangles of DynamicMesh(FGeometryScriptMeshSelection).
selection_out (GeometryScriptMeshSelection):
rasterize_and_trace_triangles_uv¶
Trace the visibility of DynamicMesh in current view.(Experimental)
unreal.PythonMeshLib.rasterize_and_trace_triangles_uv(world, target_mesh, triangle_ids, uv_channel, texture_width, texture_height, transform, start_point, profile_name, debug_draw) -> (blocked_points=Array[IntPoint], not_blocked_points=Array[IntPoint], each_triangles_pixel_counts=Array[int32], each_triangles_blocked_pixel_counts=Array[int32])
Trace the visibility of DynamicMesh in current view.(Experimental)
note: added in v1.2.0 (Experimental)
note: need UE5.2+
Args:
world (World): The world of DynamicMesh.
target_mesh (DynamicMesh): The target DynamicMesh.
triangle_ids (Array[int32]): The triangle ids of DynamicMesh for trace.
uv_channel (int32): The uv channel of DynamicMesh.
texture_width (int32): The width of texture.
texture_height (int32): The height of texture.
transform (Transform): The transform of DynamicMesh.
start_point (Vector): The start point of trace.
profile_name (Name): The trace profile name.
debug_draw (bool): Debug draw or not.
Returns:
tuple:
blocked_points (Array[IntPoint]):
not_blocked_points (Array[IntPoint]):
each_triangles_pixel_counts (Array[int32]):
each_triangles_blocked_pixel_counts (Array[int32]):
trace_dynamic_mesh_triangles_visibility¶
Trace the visibility of DynamicMesh's triangles in current view.
unreal.PythonMeshLib.trace_dynamic_mesh_triangles_visibility(target_mesh_component, triangle_ids, view_info, debug_draw, profile_name) -> TAPythonPrimitiveHitResult or None
Trace the visibility of DynamicMesh's triangles in current view.
note: added in v1.2.0
note: need UE5.2+
Args:
target_mesh_component (DynamicMeshComponent): The target DynamicMeshComponent.
triangle_ids (Array[int32]): The triangle ids of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
debug_draw (bool): Debug draw or not.
profile_name (Name): The trace profile name.
Returns:
TAPythonPrimitiveHitResult or None: TAPythonPrimitiveHitResult or None:
result (TAPythonPrimitiveHitResult):
get_triangles_face_normal_in_view¶
Get the face normal of DynamicMesh in current view. (Experimental)
unreal.PythonMeshLib.get_triangles_face_normal_in_view(target_mesh_component, triangle_ids, view_info) -> Array[Vector]
Get the face normal of DynamicMesh in current view. (Experimental)
note: added in v1.2.0 (Experimental)
note: need UE5.2+
Args:
target_mesh_component (DynamicMeshComponent): The target DynamicMeshComponent.
triangle_ids (Array[int32]): The triangle ids of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
Returns:
Array[Vector]: The face normals of each triangle of DynamicMesh.
cal_triangles_derivatives¶
Calculate the merged ddxy of DynamicMesh's triangles in current view. (Experimental)
unreal.PythonMeshLib.cal_triangles_derivatives(mesh_component, triangle_ids, uv_channel, view_info, view_size) -> Array[Vector2D]
Calculate the merged ddxy of DynamicMesh's triangles in current view. (Experimental)
note: added in v1.2.0 (Experimental)
note: need UE5.2+
Args:
mesh_component (DynamicMeshComponent): The target DynamicMeshComponent.
triangle_ids (Array[int32]): The triangle ids of DynamicMesh.
uv_channel (int32): The uv channel of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
view_size (Vector2D): The size of current view
Returns:
Array[Vector2D]: The merged ddxy of DynamicMesh's triangles, which not the same as ddx,ddy in shader.
export_normal_and_derivatives¶
Export the current normal and mip of DynamicMesh in current view as raw data. (Experimental)
unreal.PythonMeshLib.export_normal_and_derivatives(mesh_component, triangle_ids, uv_channel, view_info, view_size, export_tex_size) -> Array[uint8]
Export the current normal and mip of DynamicMesh in current view as raw data. (Experimental)
note: added in v1.2.0 (Experimental)
note: need UE5.2+
Args:
mesh_component (DynamicMeshComponent): The target DynamicMeshComponent.
triangle_ids (Array[int32]): The triangle ids of DynamicMesh.
uv_channel (int32): The uv channel of DynamicMesh.
view_info (MinimalViewInfo): The current view info.
view_size (Vector2D): The size of current view
export_tex_size (int32): The width and height of exported square texture.
Returns:
Array[uint8]: The raw data of exported texture.
Other Editor Python Libs: