unreal.GeometryScriptMeshProjectionSettings

class unreal.GeometryScriptMeshProjectionSettings(process_all_if_empty_selection: bool = False, projection_range_max: float = 0.0, projection_range_min: float = 0.0, reset_u_vs_for_unmatched: bool = False)

Bases: StructBase

Geometry Script Mesh Projection Settings

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshUVFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • process_all_if_empty_selection (bool): [Read-Write] If selection contains no triangles, project all triangles (for both source and target)

  • projection_range_max (float): [Read-Write] Maximum projection distance

  • projection_range_min (float): [Read-Write] Minimum projection distance. If negative, will also consider projection backwards, and take the closest result.

  • reset_u_vs_for_unmatched (bool): [Read-Write] Whether to reset UVs for triangles where projection failed. Otherwise UVs are left as-is where projection failed.

property process_all_if_empty_selection: bool

[Read-Write] If selection contains no triangles, project all triangles (for both source and target)

Type:

(bool)

property projection_range_max: float

[Read-Write] Maximum projection distance

Type:

(float)

property projection_range_min: float

[Read-Write] Minimum projection distance. If negative, will also consider projection backwards, and take the closest result.

Type:

(float)

property reset_u_vs_for_unmatched: bool

[Read-Write] Whether to reset UVs for triangles where projection failed. Otherwise UVs are left as-is where projection failed.

Type:

(bool)