unreal.GeometryScriptClusterSimplifyMeshOptions¶
- class unreal.GeometryScriptClusterSimplifyMeshOptions(discard_attributes: bool = False, fix_boundary_angle_tolerance: float = 0.0, edge_constraints: GeometryScriptClusterSimplifyEdgeConstraintOptions = Ellipsis, weight_map_handle: GeometryScriptWeightMapHandle = Ellipsis, relative_density: float = 0.0)¶
Bases:
StructBaseGeometry Script Cluster Simplify Mesh Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshSimplifyFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
discard_attributes(bool): [Read-Write] Whether to discard attributes (materials, UV/normal/tangent/color attributes) Note that attribute seam edges will not be constrained if attributes are discardededge_constraints(GeometryScriptClusterSimplifyEdgeConstraintOptions): [Read-Write] Options to constrain simplification of different mesh edge types, to optionally help preserve mesh boundaries and seamsfix_boundary_angle_tolerance(double): [Read-Write] If > 0, boundary vertices w/ incident boundary edge angle greater than this (in degrees) will be kept in the outputrelative_density(float): [Read-Write] Amount to adjust density in regions where the vertex weight map is greater than zero. A positive value results in less simplification in weighted regions, while a negative value results in moreweight_map_handle(GeometryScriptWeightMapHandle): [Read-Write] Optional weight map to control simplification error tolerances and/or edge lengths
- property discard_attributes: bool¶
[Read-Write] Whether to discard attributes (materials, UV/normal/tangent/color attributes) Note that attribute seam edges will not be constrained if attributes are discarded
- Type:
(bool)
- property edge_constraints: GeometryScriptClusterSimplifyEdgeConstraintOptions¶
[Read-Write] Options to constrain simplification of different mesh edge types, to optionally help preserve mesh boundaries and seams
- property fix_boundary_angle_tolerance: float¶
[Read-Write] If > 0, boundary vertices w/ incident boundary edge angle greater than this (in degrees) will be kept in the output
- Type:
(double)
- property relative_density: float¶
[Read-Write] Amount to adjust density in regions where the vertex weight map is greater than zero. A positive value results in less simplification in weighted regions, while a negative value results in more
- Type:
(float)
- property weight_map_handle: GeometryScriptWeightMapHandle¶
[Read-Write] Optional weight map to control simplification error tolerances and/or edge lengths
- Type: