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:
StructBaseGeometry 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 insteadnanite_settings(MeshNaniteSettings): [Read-Write] Nanite settings to set on new StaticMesh Assetuse_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:
- 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: