unreal.GeometryScriptRemeshOptions
¶
- class unreal.GeometryScriptRemeshOptions(discard_attributes: bool = False, reproject_to_input_mesh: bool = False, smoothing_type: GeometryScriptRemeshSmoothingType = Ellipsis, smoothing_rate: float = 0.0, mesh_boundary_constraint: GeometryScriptRemeshEdgeConstraintType = Ellipsis, group_boundary_constraint: GeometryScriptRemeshEdgeConstraintType = Ellipsis, material_boundary_constraint: GeometryScriptRemeshEdgeConstraintType = Ellipsis, allow_flips: bool = False, allow_splits: bool = False, allow_collapses: bool = False, prevent_normal_flips: bool = False, prevent_tiny_triangles: bool = False, use_full_remesh_passes: bool = False, remesh_iterations: int = 0, auto_compact: bool = False)¶
Bases:
StructBase
Standard Remeshing Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshRemeshFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_collapses
(bool): [Read-Write] Enable/Disable Edge Collapses during Remeshing. Disabling Collapses will prevent the mesh density from decreasing.allow_flips
(bool): [Read-Write] Enable/Disable Edge Flips during Remeshing. Disabling flips will significantly reduce the output mesh qualityallow_splits
(bool): [Read-Write] Enable/Disable Edge Splits during Remeshing. Disabling Splits will prevent the mesh density from increasing.auto_compact
(bool): [Read-Write] If enabled, the output mesh is automatically compacted to remove gaps in the index space. This is expensive and can be disabled by advanced users.discard_attributes
(bool): [Read-Write] When enabled, all mesh attributes are discarded, so UV and Normal Seams can be ignored. New per-vertex normals are computed.group_boundary_constraint
(GeometryScriptRemeshEdgeConstraintType): [Read-Write] Constraints on the mesh boundary/border edges between different PolyGroups of the Meshmaterial_boundary_constraint
(GeometryScriptRemeshEdgeConstraintType): [Read-Write] Constraints on the mesh boundary/border edges between different Material Results of the Meshmesh_boundary_constraint
(GeometryScriptRemeshEdgeConstraintType): [Read-Write] Constraints on the open mesh boundary/border edgesprevent_normal_flips
(bool): [Read-Write] When Enabled, Flips and Collapses will be skipped if they would flip any triangle face normalsprevent_tiny_triangles
(bool): [Read-Write] When Enabled, Flips and Collapses will be skipped if they would create tiny degenerate trianglesremesh_iterations
(int32): [Read-Write] Maximum Number of iterations of the Remeshing Strategy to apply to the Mesh. More iterations are generally more expensive (much moreso with bUseFullRemeshPasses = true)reproject_to_input_mesh
(bool): [Read-Write] When enabled, mesh vertices are projected back onto the input mesh surface during Remeshing, preserving the shapesmoothing_rate
(float): [Read-Write] Smoothing Rate/Speed. Faster Smoothing results in a more regular mesh, but also more potential for undesirable 3D shape change and UV distortionsmoothing_type
(GeometryScriptRemeshSmoothingType): [Read-Write] Type of 3D Mesh Smoothing to apply during Remeshing. Disable by setting SmoothingRate = 0use_full_remesh_passes
(bool): [Read-Write] By default, remeshing is accelerated by tracking a queue of edges that need to be processed. This is signficantly faster but can produce a lower quality output. Enable this option to use a more expensive strategy that guarantees maximum quality.
- property allow_collapses: bool¶
[Read-Write] Enable/Disable Edge Collapses during Remeshing. Disabling Collapses will prevent the mesh density from decreasing.
- Type:
(bool)
- property allow_flips: bool¶
[Read-Write] Enable/Disable Edge Flips during Remeshing. Disabling flips will significantly reduce the output mesh quality
- Type:
(bool)
- property allow_splits: bool¶
[Read-Write] Enable/Disable Edge Splits during Remeshing. Disabling Splits will prevent the mesh density from increasing.
- Type:
(bool)
- property auto_compact: bool¶
[Read-Write] If enabled, the output mesh is automatically compacted to remove gaps in the index space. This is expensive and can be disabled by advanced users.
- Type:
(bool)
- property discard_attributes: bool¶
[Read-Write] When enabled, all mesh attributes are discarded, so UV and Normal Seams can be ignored. New per-vertex normals are computed.
- Type:
(bool)
- property group_boundary_constraint: GeometryScriptRemeshEdgeConstraintType¶
[Read-Write] Constraints on the mesh boundary/border edges between different PolyGroups of the Mesh
- property material_boundary_constraint: GeometryScriptRemeshEdgeConstraintType¶
[Read-Write] Constraints on the mesh boundary/border edges between different Material Results of the Mesh
- property mesh_boundary_constraint: GeometryScriptRemeshEdgeConstraintType¶
[Read-Write] Constraints on the open mesh boundary/border edges
- property prevent_normal_flips: bool¶
[Read-Write] When Enabled, Flips and Collapses will be skipped if they would flip any triangle face normals
- Type:
(bool)
- property prevent_tiny_triangles: bool¶
[Read-Write] When Enabled, Flips and Collapses will be skipped if they would create tiny degenerate triangles
- Type:
(bool)
- property remesh_iterations: int¶
[Read-Write] Maximum Number of iterations of the Remeshing Strategy to apply to the Mesh. More iterations are generally more expensive (much moreso with bUseFullRemeshPasses = true)
- Type:
(int32)
- property reproject_to_input_mesh: bool¶
[Read-Write] When enabled, mesh vertices are projected back onto the input mesh surface during Remeshing, preserving the shape
- Type:
(bool)
- property smoothing_rate: float¶
[Read-Write] Smoothing Rate/Speed. Faster Smoothing results in a more regular mesh, but also more potential for undesirable 3D shape change and UV distortion
- Type:
(float)
- property smoothing_type: GeometryScriptRemeshSmoothingType¶
[Read-Write] Type of 3D Mesh Smoothing to apply during Remeshing. Disable by setting SmoothingRate = 0
- property use_full_remesh_passes: bool¶
[Read-Write] By default, remeshing is accelerated by tracking a queue of edges that need to be processed. This is signficantly faster but can produce a lower quality output. Enable this option to use a more expensive strategy that guarantees maximum quality.
- Type:
(bool)