unreal.GeometryScriptBakeVertexOptions¶
- class unreal.GeometryScriptBakeVertexOptions(topology_mode: GeometryScriptBakeVertexTopology = Ellipsis, split_at_normal_seams: bool = False, split_at_uv_seams: bool = False, projection_distance: float = 0.0, projection_in_world_space: bool = False)¶
Bases:
StructBaseGeometry 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] 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] 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] If true, compute a separate vertex color for each unique normal on a vertexsplit_at_uv_seams(bool): [Read-Write] If true, compute a separate vertex color for each unique UV on a vertex.topology_mode(GeometryScriptBakeVertexTopology): [Read-Write] Option to generate new vertex color topology or reuse existing vertex color topology.
- property projection_distance: float¶
[Read-Write] 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] 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] If true, compute a separate vertex color for each unique normal on a vertex
- Type:
(bool)
- property split_at_uv_seams: bool¶
[Read-Write] If true, compute a separate vertex color for each unique UV on a vertex.
- Type:
(bool)
- property topology_mode: GeometryScriptBakeVertexTopology¶
[Read-Write] Option to generate new vertex color topology or reuse existing vertex color topology.
- Type: