unreal.GeometryScriptBakeVertexOptions

class unreal.GeometryScriptBakeVertexOptions(split_at_normal_seams: bool = False, split_at_uv_seams: bool = False, projection_distance: float = 0.0, projection_in_world_space: bool = False)

Bases: StructBase

Geometry Script Bake Vertex Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshBakeFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • projection_distance (float): [Read-Write] Projection Distance: Maximum allowed distance for the projection from target mesh to source mesh for the sample to be considered valid. This is only relevant if a separate source mesh is provided.

  • projection_in_world_space (bool): [Read-Write] Projection in World Space: If true, uses the world space positions for the projection from target mesh to source mesh, otherwise it uses their object space positions. This is only relevant if a separate source mesh is provided.

  • split_at_normal_seams (bool): [Read-Write] Split at Normal Seams: If true, compute a separate vertex color for each unique normal on a vertex

  • split_at_uv_seams (bool): [Read-Write] Split at UVSeams: If true, compute a separate vertex color for each unique UV on a vertex.

property projection_distance: float

[Read-Write] Projection Distance: Maximum allowed distance for the projection from target mesh to source mesh for the sample to be considered valid. This is only relevant if a separate source mesh is provided.

Type:

(float)

property projection_in_world_space: bool

[Read-Write] Projection in World Space: If true, uses the world space positions for the projection from target mesh to source mesh, otherwise it uses their object space positions. This is only relevant if a separate source mesh is provided.

Type:

(bool)

property split_at_normal_seams: bool

[Read-Write] Split at Normal Seams: If true, compute a separate vertex color for each unique normal on a vertex

Type:

(bool)

property split_at_uv_seams: bool

[Read-Write] Split at UVSeams: If true, compute a separate vertex color for each unique UV on a vertex.

Type:

(bool)