unreal.GeometryScriptCopyMeshToAssetOptions
¶
- class unreal.GeometryScriptCopyMeshToAssetOptions(enable_recompute_normals: bool = False, enable_recompute_tangents: bool = False, enable_remove_degenerates: bool = False, replace_materials: bool = False, new_materials: None = [], new_material_slot_names: None = [], apply_nanite_settings: bool = False, nanite_settings: GeometryScriptNaniteOptions = Ellipsis, new_nanite_settings: MeshNaniteSettings = Ellipsis, emit_transaction: bool = False, defer_mesh_post_edit_change: bool = False)¶
Bases:
StructBase
Geometry Script Copy Mesh to Asset Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshAssetFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_nanite_settings
(bool): [Read-Write] If enabled, NaniteSettings will be applied to the target Asset if possibledefer_mesh_post_edit_change
(bool): [Read-Write]emit_transaction
(bool): [Read-Write]enable_recompute_normals
(bool): [Read-Write]enable_recompute_tangents
(bool): [Read-Write]enable_remove_degenerates
(bool): [Read-Write]nanite_settings
(GeometryScriptNaniteOptions): [Read-Write] Replaced FGeometryScriptNaniteOptions with usage of Engine FMeshNaniteSettingsnew_material_slot_names
(Array[Name]): [Read-Write]new_materials
(Array[MaterialInterface]): [Read-Write]new_nanite_settings
(MeshNaniteSettings): [Read-Write] Nanite Settings applied to the target Asset, if bApplyNaniteSettings = truereplace_materials
(bool): [Read-Write]
- property apply_nanite_settings: bool¶
[Read-Write] If enabled, NaniteSettings will be applied to the target Asset if possible
- Type:
(bool)
- property nanite_settings: GeometryScriptNaniteOptions¶
[Read-Write] Replaced FGeometryScriptNaniteOptions with usage of Engine FMeshNaniteSettings
- Type:
- property new_nanite_settings: MeshNaniteSettings¶
[Read-Write] Nanite Settings applied to the target Asset, if bApplyNaniteSettings = true
- Type: