unreal.HierarchicalSimplification
¶
- class unreal.HierarchicalSimplification¶
Bases:
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]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]