unreal.HierarchicalSimplification¶
- class unreal.HierarchicalSimplification¶
Bases:
StructBaseHierarchical Simplification
C++ Source:
Module: Engine
File: HLODSetup.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_specific_exclusion(bool): [Read-Write]approximate_settings(MeshApproximationSettings): [Read-Write] Approximate settings, used if SimplificationMethod is Approximatedesired_bound_radius(float): [Read-Write] Desired Bounding Radius for clustering - this is not guaranteed but used to calculate filling factor for auto clusteringdesired_filling_percentage(float): [Read-Write] Desired Filling Percentage for clustering - this is not guaranteed but used to calculate filling factor for auto clusteringmerge_setting(MeshMergingSettings): [Read-Write] Merge settings, used if SimplificationMethod is Mergemin_number_of_actors_to_build(int32): [Read-Write] Min number of actors to build LODActoronly_generate_clusters_for_volumes(bool): [Read-Write] Only generate clusters for HLOD volumesoverride_draw_distance(float): [Read-Write]proxy_setting(MeshProxySettings): [Read-Write] Simplification settings, used if SimplificationMethod is Simplifyreuse_previous_level_clusters(bool): [Read-Write] Will reuse the clusters generated for the previous (lower) HLOD levelsimplification_method(HierarchicalSimplificationMethod): [Read-Write]simplify_mesh(bool): [Read-Write] deprecated: Property ‘bSimplifyMesh’ is deprecated.transition_screen_size(float): [Read-Write] The screen radius an mesh object should reach before swapping to the LOD actor, once one of parent displays, it won’t draw any of children.use_override_draw_distance(bool): [Read-Write]