unreal.GeometryScriptCreateNewStaticMeshAssetOptions

class unreal.GeometryScriptCreateNewStaticMeshAssetOptions(enable_recompute_normals: bool = False, enable_recompute_tangents: bool = False, enable_nanite: bool = False, nanite_settings: MeshNaniteSettings = Ellipsis, nanite_proxy_triangle_percent: float = 0.0, enable_collision: bool = False, collision_mode: CollisionTraceFlag = Ellipsis, use_original_vertex_order: bool = False)

Bases: StructBase

Geometry Script Create New Static Mesh Asset Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingEditor

  • File: CreateNewAssetUtilityFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collision_mode (CollisionTraceFlag): [Read-Write]

  • enable_collision (bool): [Read-Write]

  • enable_nanite (bool): [Read-Write]

  • enable_recompute_normals (bool): [Read-Write]

  • enable_recompute_tangents (bool): [Read-Write]

  • nanite_proxy_triangle_percent (float): [Read-Write] Replaced NaniteProxyTrianglePercent with usage of Engine FMeshNaniteSettings, use NaniteSettings property instead

  • nanite_settings (MeshNaniteSettings): [Read-Write] Nanite settings to set on new StaticMesh Asset

  • use_original_vertex_order (bool): [Read-Write] Use the original vertex order found in the source data. This is useful if the inbound mesh was originally non-manifold, and needs to keep the non-manifold structure when re-created.

property collision_mode: CollisionTraceFlag

[Read-Write]

Type:

(CollisionTraceFlag)

property enable_collision: bool

[Read-Write]

Type:

(bool)

property enable_nanite: bool

[Read-Write]

Type:

(bool)

property enable_recompute_normals: bool

[Read-Write]

Type:

(bool)

property enable_recompute_tangents: bool

[Read-Write]

Type:

(bool)

property nanite_proxy_triangle_percent: float

[Read-Write] Replaced NaniteProxyTrianglePercent with usage of Engine FMeshNaniteSettings, use NaniteSettings property instead

Type:

(float)

property nanite_settings: MeshNaniteSettings

[Read-Write] Nanite settings to set on new StaticMesh Asset

Type:

(MeshNaniteSettings)

property use_original_vertex_order: bool

[Read-Write] Use the original vertex order found in the source data. This is useful if the inbound mesh was originally non-manifold, and needs to keep the non-manifold structure when re-created.

Type:

(bool)