unreal.HierarchicalSimplification
¶
- class unreal.HierarchicalSimplification¶
Bases:
unreal.StructBase
Hierarchical Simplification
C++ Source:
Module: Engine
File: WorldSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_specific_exclusion
(bool): [Read-Write] Allow Specific Exclusiondesired_bound_radius
(float): [Read-Write] Desired Bound Radius: 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: Desired Filling Percentage for clustering - this is not guaranteed but used to calculate filling factor for auto clusteringmerge_setting
(MeshMergingSettings): [Read-Write] Merge Setting: Merge Mesh Setting if bSimplifyMesh is falsemin_number_of_actors_to_build
(int32): [Read-Write] Min Number Of Actors to Build: Min number of actors to build LODActoronly_generate_clusters_for_volumes
(bool): [Read-Write] Only Generate Clusters for Volumes: Only generate clusters for HLOD volumesoverride_draw_distance
(float): [Read-Write] Override Draw Distanceproxy_setting
(MeshProxySettings): [Read-Write] Proxy Setting: Simplification Setting if bSimplifyMesh is truereuse_previous_level_clusters
(bool): [Read-Write] Reuse Previous Level Clusters: Will reuse the clusters generated for the previous (lower) HLOD levelsimplify_mesh
(bool): [Read-Write] Simplify Mesh: If this is true, it will simplify mesh but it is slower. If false, it will just merge actors but not simplify using the lower LOD if exists. For example if you build LOD 1, it will use LOD 1 of the mesh to merge actors if exists. If you merge material, it will reduce drawcalls.transition_screen_size
(float): [Read-Write] Transition Screen Size: 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] Use Override Draw Distance