unreal.GridSettings¶
- class unreal.GridSettings¶
Bases:
StructBaseGrid configuration: cell size, 2D-vs-3D mode, and grid origin offset. Used everywhere a mesh is split on a regular grid – WP-aligned compiled sections, complexity-driven subsection splits, and PIE placeholders. Hashed in field-declaration order via GatherDependencies; new attributes (padding, …) extend this struct rather than threading parallel parameters.
C++ Source:
Plugin: MeshPartition
Module: MeshPartition
File: MeshPartitionGridSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
cell_size(uint32): [Read-Only] Cell size in unreal units. 0 means “no grid splitting” (single-section path).is2d(bool): [Read-Only] True when the grid collapses Z into a single column per X/Y cell (matches WP runtime LHGrid Is2D).world_origin_offset(Vector): [Read-Only] World-space anchor of the grid (typically FFixedGridInfo::Origin). Consumers must shift by the MeshPartition actor’s LocalToWorld translation before snapping mesh-local bounds – see GridHelpers::ComputeLocalAnchor.