unreal.GeometryScriptLayoutUVsOptions

class unreal.GeometryScriptLayoutUVsOptions(layout_type: GeometryScriptUVLayoutType = Ellipsis, texture_resolution: int = 0, scale: float = 0.0, translation: Vector2D = Ellipsis, preserve_scale: bool = False, preserve_rotation: bool = False, allow_flips: bool = False, enable_udim_layout: bool = False, udim_resolutions: None = {})

Bases: StructBase

Geometry Script Layout UVs Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshUVFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_flips (bool): [Read-Write] Allow the Repack layout type to flip the orientation when rotating UV islands to save space. Note that this may cause problems for downstream operations, and therefore is disabled by default.

  • enable_udim_layout (bool): [Read-Write] Enable UDIM aware layout and keep islands within their originating UDIM tiles when laying out.

  • layout_type (GeometryScriptUVLayoutType): [Read-Write] Type of layout applied to input UVs

  • preserve_rotation (bool): [Read-Write] Force the Repack layout type to preserve existing rotation of UV islands. Note, this might lead to the packing not being as space efficient as possible, and therefore is disabled by default.

  • preserve_scale (bool): [Read-Write] Force the Repack layout type to preserve existing scaling of UV islands. Note, this might lead to the packing not fitting within a unit square, and therefore is disabled by default.

  • scale (float): [Read-Write] Uniform scale applied to UVs after packing

  • texture_resolution (int32): [Read-Write] Expected resolution of the output textures; this controls spacing left between UV islands to avoid interpolation artifacts

  • translation (Vector2D): [Read-Write] Translation applied to UVs after packing, and after scaling

  • udim_resolutions (Map[int32, int32]): [Read-Write]

property allow_flips: bool

[Read-Write] Allow the Repack layout type to flip the orientation when rotating UV islands to save space. Note that this may cause problems for downstream operations, and therefore is disabled by default.

Type:

(bool)

property enable_udim_layout: bool

[Read-Write] Enable UDIM aware layout and keep islands within their originating UDIM tiles when laying out.

Type:

(bool)

property layout_type: GeometryScriptUVLayoutType

[Read-Write] Type of layout applied to input UVs

Type:

(GeometryScriptUVLayoutType)

property preserve_rotation: bool

[Read-Write] Force the Repack layout type to preserve existing rotation of UV islands. Note, this might lead to the packing not being as space efficient as possible, and therefore is disabled by default.

Type:

(bool)

property preserve_scale: bool

[Read-Write] Force the Repack layout type to preserve existing scaling of UV islands. Note, this might lead to the packing not fitting within a unit square, and therefore is disabled by default.

Type:

(bool)

property scale: float

[Read-Write] Uniform scale applied to UVs after packing

Type:

(float)

property texture_resolution: int

[Read-Write] Expected resolution of the output textures; this controls spacing left between UV islands to avoid interpolation artifacts

Type:

(int32)

property translation: Vector2D

[Read-Write] Translation applied to UVs after packing, and after scaling

Type:

(Vector2D)

property udim_resolutions: None

[Read-Write]

Type:

(Map[int32, int32])