unreal.MeshApproximationSettings
¶
- class unreal.MeshApproximationSettings(output_type: MeshApproximationType = Ellipsis, approximation_accuracy: float = 0.0, clamp_voxel_dimension: int = 0, attempt_auto_thickening: bool = False, target_min_thickness_multiplier: float = 0.0, ignore_tiny_parts: bool = False, tiny_part_size_multiplier: float = 0.0, base_capping: MeshApproximationBaseCappingType = Ellipsis, winding_threshold: float = 0.0, fill_gaps: bool = False, gap_distance: float = 0.0, occlusion_method: OccludedGeometryFilteringPolicy = Ellipsis, occlude_from_bottom: bool = False, simplify_method: MeshApproximationSimplificationPolicy = Ellipsis, target_tri_count: int = 0, triangles_per_m: float = 0.0, geometric_deviation: float = 0.0, ground_clipping: MeshApproximationGroundPlaneClippingPolicy = Ellipsis, ground_clipping_z_height: float = 0.0, estimate_hard_normals: bool = False, hard_normal_angle: float = 0.0, uv_generation_method: MeshApproximationUVGenerationPolicy = Ellipsis, initial_patch_count: int = 0, curvature_alignment: float = 0.0, merging_threshold: float = 0.0, max_angle_deviation: float = 0.0, generate_nanite_enabled_mesh: bool = False, nanite_proxy_triangle_percent: float = 0.0, support_ray_tracing: bool = False, allow_distance_field: bool = False, multi_sampling_aa: int = 0, render_capture_resolution: int = 0, material_settings: MaterialProxySettings = Ellipsis, capture_field_of_view: float = 0.0, near_plane_dist: float = 0.0, use_render_lod_meshes: bool = False, enable_simplify_pre_pass: bool = False, enable_parallel_baking: bool = False, print_debug_messages: bool = False, emit_full_debug_mesh: bool = False)¶
Bases:
StructBase
Mesh Approximation Settings
C++ Source:
Module: Engine
File: MeshMerging.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_distance_field
(bool): [Read-Write] Allow Distance Field: Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.approximation_accuracy
(float): [Read-Write] Approximation Accuracy: Approximation Accuracy in Meters, will determine (eg) voxel resolutionattempt_auto_thickening
(bool): [Read-Write] Attempt Auto Thickening: if enabled, we will attempt to auto-thicken thin parts or flat sheetsbase_capping
(MeshApproximationBaseCappingType): [Read-Write] Base Capping: Optional methods to attempt to close off the bottom of open meshescapture_field_of_view
(float): [Read-Write] Capture Field Of Viewclamp_voxel_dimension
(int32): [Read-Write] Clamp Voxel Dimension: Maximum allowable voxel count along main directions. This is a limit on ApproximationAccuracy. Max of 1290 (1290^3 is the last integer < 2^31, using a bigger number results in failures in TArray code & probably elsewhere)curvature_alignment
(float): [Read-Write] Curvature Alignment: This parameter controls alignment of the initial patches to creases in the meshemit_full_debug_mesh
(bool): [Read-Write] Emit Full Debug Mesh: If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation. Warning: this asset may be extremely large!!enable_parallel_baking
(bool): [Read-Write] Enable Parallel Baking: If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible. This will reduce the maximum memory requirements of the process.enable_simplify_pre_pass
(bool): [Read-Write] Enable Simplify Pre Pass: If true, a faster mesh simplfication strategy will be used. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.estimate_hard_normals
(bool): [Read-Write] Estimate Hard Normals: If true, normal angle will be used to estimate hard normalsfill_gaps
(bool): [Read-Write] Fill Gaps: If true, topological expand/contract is used to try to fill small gaps between objects.gap_distance
(float): [Read-Write] Gap Distance: Distance in Meters to expand/contract to fill gapsgenerate_nanite_enabled_mesh
(bool): [Read-Write] Generate Nanite Enabled Mesh: Whether to generate a nanite-enabled meshgeometric_deviation
(float): [Read-Write] Geometric Deviation: Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Toleranceground_clipping
(MeshApproximationGroundPlaneClippingPolicy): [Read-Write] Ground Clipping: Configure how the final mesh should be clipped with a ground plane, if desiredground_clipping_z_height
(float): [Read-Write] Ground Clipping ZHeight: Z-Height for the ground clipping plane, if enabledhard_normal_angle
(float): [Read-Write] Hard Normal Angleignore_tiny_parts
(bool): [Read-Write] Ignore Tiny Parts: If enabled, tiny parts will be excluded from the mesh merging, which can improve performanceinitial_patch_count
(int32): [Read-Write] Initial Patch Count: Number of initial patches mesh will be split into before computing island mergingmaterial_settings
(MaterialProxySettings): [Read-Write] Material Settings: Material generation settingsmax_angle_deviation
(float): [Read-Write] Max Angle Deviation: UV islands will not be merged if their average face normals deviate by larger than this amountmerging_threshold
(float): [Read-Write] Merging Threshold: Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretchingmulti_sampling_aa
(int32): [Read-Write] Multi Sampling AA: If Value is > 1, Multisample output baked textures by this amount in each direction (eg 4 == 16x supersampling)nanite_proxy_triangle_percent
(float): [Read-Write] Nanite Proxy Triangle Percent: Percentage of triangles to reduce down to for generating a coarse proxy mesh from the Nanite meshnear_plane_dist
(float): [Read-Write] Near Plane Distocclude_from_bottom
(bool): [Read-Write] Occlude from Bottom: If true, then the OcclusionMethod computation is configured to try to consider downward-facing “bottom” geometry as occludedocclusion_method
(OccludedGeometryFilteringPolicy): [Read-Write] Occlusion Method: Type of hidden geometry removal to applyoutput_type
(MeshApproximationType): [Read-Write] Output Type: Type of output from mesh approximation processprint_debug_messages
(bool): [Read-Write] Print Debug Messages: If true, print out debugging messagesrender_capture_resolution
(int32): [Read-Write] Render Capture Resolution: If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolutionsimplify_method
(MeshApproximationSimplificationPolicy): [Read-Write] Simplify Method: Mesh Simplification criteriasupport_ray_tracing
(bool): [Read-Write] Support Ray Tracing: Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.target_min_thickness_multiplier
(float): [Read-Write] Target Min Thickness Multiplier: Multiplier on Approximation Accuracy used for auto-thickeningtarget_tri_count
(int32): [Read-Write] Target Tri Count: Target triangle count for Mesh Simplification, for SimplifyMethods that use a Counttiny_part_size_multiplier
(float): [Read-Write] Tiny Part Size Multiplier: Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimensiontriangles_per_m
(float): [Read-Write] Triangles Per M: Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraintuse_render_lod_meshes
(bool): [Read-Write] Use Render LODMeshes: If true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.uv_generation_method
(MeshApproximationUVGenerationPolicy): [Read-Write] UVGeneration Method: Mesh UV Generation Settingswinding_threshold
(float): [Read-Write] Winding Threshold: Winding Threshold controls hole filling at open mesh borders. Smaller value means “more/rounder” filling
- property allow_distance_field: bool¶
[Read-Write] Allow Distance Field: Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.
- Type:
(bool)
- property approximation_accuracy: float¶
[Read-Write] Approximation Accuracy: Approximation Accuracy in Meters, will determine (eg) voxel resolution
- Type:
(float)
- property attempt_auto_thickening: bool¶
[Read-Write] Attempt Auto Thickening: if enabled, we will attempt to auto-thicken thin parts or flat sheets
- Type:
(bool)
- property base_capping: MeshApproximationBaseCappingType¶
[Read-Write] Base Capping: Optional methods to attempt to close off the bottom of open meshes
- Type:
- property clamp_voxel_dimension: int¶
[Read-Write] Clamp Voxel Dimension: Maximum allowable voxel count along main directions. This is a limit on ApproximationAccuracy. Max of 1290 (1290^3 is the last integer < 2^31, using a bigger number results in failures in TArray code & probably elsewhere)
- Type:
(int32)
- property curvature_alignment: float¶
[Read-Write] Curvature Alignment: This parameter controls alignment of the initial patches to creases in the mesh
- Type:
(float)
- property emit_full_debug_mesh: bool¶
[Read-Write] Emit Full Debug Mesh: If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation. Warning: this asset may be extremely large!!
- Type:
(bool)
- property enable_parallel_baking: bool¶
[Read-Write] Enable Parallel Baking: If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible. This will reduce the maximum memory requirements of the process.
- Type:
(bool)
- property enable_simplify_pre_pass: bool¶
[Read-Write] Enable Simplify Pre Pass: If true, a faster mesh simplfication strategy will be used. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.
- Type:
(bool)
- property estimate_hard_normals: bool¶
[Read-Write] Estimate Hard Normals: If true, normal angle will be used to estimate hard normals
- Type:
(bool)
- property fill_gaps: bool¶
[Read-Write] Fill Gaps: If true, topological expand/contract is used to try to fill small gaps between objects.
- Type:
(bool)
- property gap_distance: float¶
[Read-Write] Gap Distance: Distance in Meters to expand/contract to fill gaps
- Type:
(float)
- property generate_nanite_enabled_mesh: bool¶
[Read-Write] Generate Nanite Enabled Mesh: Whether to generate a nanite-enabled mesh
- Type:
(bool)
- property geometric_deviation: float¶
[Read-Write] Geometric Deviation: Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance
- Type:
(float)
- property ground_clipping: MeshApproximationGroundPlaneClippingPolicy¶
[Read-Write] Ground Clipping: Configure how the final mesh should be clipped with a ground plane, if desired
- property ground_clipping_z_height: float¶
[Read-Write] Ground Clipping ZHeight: Z-Height for the ground clipping plane, if enabled
- Type:
(float)
- property ignore_tiny_parts: bool¶
[Read-Write] Ignore Tiny Parts: If enabled, tiny parts will be excluded from the mesh merging, which can improve performance
- Type:
(bool)
- property initial_patch_count: int¶
[Read-Write] Initial Patch Count: Number of initial patches mesh will be split into before computing island merging
- Type:
(int32)
- property material_settings: MaterialProxySettings¶
[Read-Write] Material Settings: Material generation settings
- Type:
- property max_angle_deviation: float¶
[Read-Write] Max Angle Deviation: UV islands will not be merged if their average face normals deviate by larger than this amount
- Type:
(float)
- property merging_threshold: float¶
[Read-Write] Merging Threshold: Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching
- Type:
(float)
- property multi_sampling_aa: int¶
[Read-Write] Multi Sampling AA: If Value is > 1, Multisample output baked textures by this amount in each direction (eg 4 == 16x supersampling)
- Type:
(int32)
- property nanite_proxy_triangle_percent: float¶
[Read-Write] Nanite Proxy Triangle Percent: Percentage of triangles to reduce down to for generating a coarse proxy mesh from the Nanite mesh
- Type:
(float)
- property occlude_from_bottom: bool¶
[Read-Write] Occlude from Bottom: If true, then the OcclusionMethod computation is configured to try to consider downward-facing “bottom” geometry as occluded
- Type:
(bool)
- property occlusion_method: OccludedGeometryFilteringPolicy¶
[Read-Write] Occlusion Method: Type of hidden geometry removal to apply
- Type:
- property output_type: MeshApproximationType¶
[Read-Write] Output Type: Type of output from mesh approximation process
- Type:
- property print_debug_messages: bool¶
[Read-Write] Print Debug Messages: If true, print out debugging messages
- Type:
(bool)
- property render_capture_resolution: int¶
[Read-Write] Render Capture Resolution: If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution
- Type:
(int32)
- property simplify_method: MeshApproximationSimplificationPolicy¶
[Read-Write] Simplify Method: Mesh Simplification criteria
- property support_ray_tracing: bool¶
[Read-Write] Support Ray Tracing: Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.
- Type:
(bool)
- property target_min_thickness_multiplier: float¶
[Read-Write] Target Min Thickness Multiplier: Multiplier on Approximation Accuracy used for auto-thickening
- Type:
(float)
- property target_tri_count: int¶
[Read-Write] Target Tri Count: Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count
- Type:
(int32)
- property tiny_part_size_multiplier: float¶
[Read-Write] Tiny Part Size Multiplier: Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension
- Type:
(float)
- property triangles_per_m: float¶
[Read-Write] Triangles Per M: Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint
- Type:
(float)
- property use_render_lod_meshes: bool¶
[Read-Write] Use Render LODMeshes: If true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.
- Type:
(bool)
- property uv_generation_method: MeshApproximationUVGenerationPolicy¶
[Read-Write] UVGeneration Method: Mesh UV Generation Settings