unreal.GLTFExportOptions¶
- class unreal.GLTFExportOptions(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectGLTFExport Options
C++ Source:
Plugin: GLTFExporter
Module: GLTFExporter
File: GLTFExportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
adjust_normalmaps(bool): [Read-Write] If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).bake_material_inputs(GLTFMaterialBakeMode): [Read-Write] Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).default_input_bake_settings(Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings]): [Read-Write] Input-specific default bake settings that override the general defaults above.default_level_of_detail(int32): [Read-Write] Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).default_material_bake_filter(TextureFilter): [Read-Write] Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.default_material_bake_size(GLTFMaterialBakeSize): [Read-Write] Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.default_material_bake_tiling(TextureAddress): [Read-Write] Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.export_animation_sequences(bool): [Read-Write] If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.export_cameras(bool): [Read-Write] If enabled, export camera components.export_clear_coat_materials(bool): [Read-Write] If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat.export_cloth_materials(bool): [Read-Write] If enabled, materials with shading model cloth will be properly exported. Uses extension KHR_materials_sheen.export_emissive_strength(bool): [Read-Write] If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. Uses extension KHR_materials_emissive_strength.export_hidden_in_game(bool): [Read-Write] If enabled, export actors and components that are flagged as hidden in-game.export_level_sequences(bool): [Read-Write] If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.export_lightmaps(bool): [Read-Write] If enabled, export lightmaps (created by Lightmass) when exporting a level. Uses extension EPIC_lightmap_textures, which is supported by Unreal’s glTF viewer.export_lights(bool): [Read-Write] If enabled, export directional, point, and spot light components. Uses extension KHR_lights_punctual. Also exports IES light profiles using the EXT_lights_ies extension.export_material_variants(GLTFMaterialVariantMode): [Read-Write] Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.export_morph_targets(bool): [Read-Write] If enabled, exports Morph Targets.export_preview_mesh(bool): [Read-Write] If enabled, the preview mesh for a standalone animation or material asset will also be exported.export_proxy_materials(bool): [Read-Write] If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.export_source_model(bool): [Read-Write] If enabled, exports the SourceModel. If false, exports the Render Data.export_specular_glossiness_materials(bool): [Read-Write] If enabled, materials using the Importer’s SpecularGlossiness material function will be exported. Uses extension KHR_materials_pbrSpecularGlossiness.export_texture_transforms(bool): [Read-Write] If enabled, export UV offset and scale/tiling used in materials. Uses extension KHR_texture_transform.export_thin_translucent_materials(bool): [Read-Write] If enabled, materials with shading model thin translucency will be exported. Export is only partial. Uses extension KHR_materials_transmission.export_uniform_scale(float): [Read-Write] Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).export_unlit_materials(bool): [Read-Write] If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.export_vertex_colors(bool): [Read-Write] If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.export_vertex_skin_weights(bool): [Read-Write] If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.include_copyright_notice(bool): [Read-Write] If enabled, the copyright notice from project settings will be included as metadata in the glTF asset.make_skinned_meshes_root(bool): [Read-Write] If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. Final bone transforms remain the same and visual results are unaffected.skip_near_default_values(bool): [Read-Write] If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.texture_image_format(GLTFTextureImageFormat): [Read-Write] Desired image format used for exported textures.texture_image_quality(int32): [Read-Write] Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).use_importer_material_mapping(bool): [Read-Write] If enabled, materials imported with the Interchange-glTF importer will be directly mapped for the Exporter. bExport material options below will be ignored.use_mesh_quantization(bool): [Read-Write] If enabled, use quantization for vertex tangents and normals, reducing size. Requires extension KHR_mesh_quantization, which may result in the mesh not loading in some glTF viewers.
- property adjust_normalmaps: bool¶
[Read-Write] If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).
- Type:
(bool)
- property bake_material_inputs: GLTFMaterialBakeMode¶
[Read-Write] Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).
- Type:
- property default_input_bake_settings: None¶
[Read-Write] Input-specific default bake settings that override the general defaults above.
- property default_level_of_detail: int¶
[Read-Write] Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).
- Type:
(int32)
- property default_material_bake_filter: TextureFilter¶
[Read-Write] Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.
- Type:
- property default_material_bake_size: GLTFMaterialBakeSize¶
[Read-Write] Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.
- Type:
- property default_material_bake_tiling: TextureAddress¶
[Read-Write] Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.
- Type:
- property export_animation_sequences: bool¶
[Read-Write] If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.
- Type:
(bool)
- property export_clear_coat_materials: bool¶
[Read-Write] If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat.
- Type:
(bool)
- property export_cloth_materials: bool¶
[Read-Write] If enabled, materials with shading model cloth will be properly exported. Uses extension KHR_materials_sheen.
- Type:
(bool)
- property export_emissive_strength: bool¶
[Read-Write] If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. Uses extension KHR_materials_emissive_strength.
- Type:
(bool)
[Read-Write] If enabled, export actors and components that are flagged as hidden in-game.
- Type:
(bool)
- property export_level_sequences: bool¶
[Read-Write] If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.
- Type:
(bool)
- property export_lightmaps: bool¶
[Read-Write] If enabled, export lightmaps (created by Lightmass) when exporting a level. Uses extension EPIC_lightmap_textures, which is supported by Unreal’s glTF viewer.
- Type:
(bool)
- property export_lights: bool¶
[Read-Write] If enabled, export directional, point, and spot light components. Uses extension KHR_lights_punctual. Also exports IES light profiles using the EXT_lights_ies extension.
- Type:
(bool)
- property export_material_variants: GLTFMaterialVariantMode¶
[Read-Write] Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.
- Type:
- property export_preview_mesh: bool¶
[Read-Write] If enabled, the preview mesh for a standalone animation or material asset will also be exported.
- Type:
(bool)
- property export_proxy_materials: bool¶
[Read-Write] If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.
- Type:
(bool)
- property export_source_model: bool¶
[Read-Write] If enabled, exports the SourceModel. If false, exports the Render Data.
- Type:
(bool)
- property export_specular_glossiness_materials: bool¶
[Read-Write] If enabled, materials using the Importer’s SpecularGlossiness material function will be exported. Uses extension KHR_materials_pbrSpecularGlossiness.
- Type:
(bool)
- property export_texture_transforms: bool¶
[Read-Write] If enabled, export UV offset and scale/tiling used in materials. Uses extension KHR_texture_transform.
- Type:
(bool)
- property export_thin_translucent_materials: bool¶
[Read-Write] If enabled, materials with shading model thin translucency will be exported. Export is only partial. Uses extension KHR_materials_transmission.
- Type:
(bool)
- property export_uniform_scale: float¶
[Read-Write] Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).
- Type:
(float)
- property export_unlit_materials: bool¶
[Read-Write] If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.
- Type:
(bool)
- property export_vertex_colors: bool¶
[Read-Write] If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.
- Type:
(bool)
- property export_vertex_skin_weights: bool¶
[Read-Write] If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.
- Type:
(bool)
- property include_copyright_notice: bool¶
[Read-Write] If enabled, the copyright notice from project settings will be included as metadata in the glTF asset.
- Type:
(bool)
- property make_skinned_meshes_root: bool¶
[Read-Write] If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. Final bone transforms remain the same and visual results are unaffected.
- Type:
(bool)
- property skip_near_default_values: bool¶
[Read-Write] If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.
- Type:
(bool)
- property texture_image_format: GLTFTextureImageFormat¶
[Read-Write] Desired image format used for exported textures.
- Type:
- property texture_image_quality: int¶
[Read-Write] Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).
- Type:
(int32)