unreal.MeshBuildSettings

class unreal.MeshBuildSettings(use_mikk_t_space=True, recompute_normals=True, recompute_tangents=True, compute_weighted_normals=False, remove_degenerates=True, build_adjacency_buffer=True, build_reversed_index_buffer=True, use_high_precision_tangent_basis=False, use_full_precision_u_vs=False, generate_lightmap_u_vs=True, generate_distance_field_as_if_two_sided=False, support_face_remap=False, min_lightmap_resolution=64, src_lightmap_index=0, dst_lightmap_index=1, build_scale3d=[1.0, 1.0, 1.0], distance_field_resolution_scale=1.0, distance_field_replacement_mesh=None)

Bases: unreal.StructBase

Settings applied when building a mesh.

C++ Source:

  • Module: Engine

  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • build_adjacency_buffer (bool): [Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.

  • build_reversed_index_buffer (bool): [Read-Write] Required to optimize mesh in mirrored transform. Double index buffer size.

  • build_scale3d (Vector): [Read-Write] The local scale applied when building the mesh

  • compute_weighted_normals (bool): [Read-Write] If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

  • distance_field_replacement_mesh (StaticMesh): [Read-Write] Distance Field Replacement Mesh

  • distance_field_resolution_scale (float): [Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write] Dst Lightmap Index

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

  • generate_lightmap_u_vs (bool): [Read-Write] Generate Lightmap UVs

  • min_lightmap_resolution (int32): [Read-Write] Min Lightmap Resolution

  • recompute_normals (bool): [Read-Write] If true, normals in the raw mesh are ignored and recomputed.

  • recompute_tangents (bool): [Read-Write] If true, tangents in the raw mesh are ignored and recomputed.

  • remove_degenerates (bool): [Read-Write] If true, degenerate triangles will be removed.

  • src_lightmap_index (int32): [Read-Write] Src Lightmap Index

  • support_face_remap (bool): [Read-Write] Support Face Remap

  • use_full_precision_u_vs (bool): [Read-Write] If true, UVs will be stored at full floating point precision.

  • use_high_precision_tangent_basis (bool): [Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.

  • use_mikk_t_space (bool): [Read-Write] If true, degenerate triangles will be removed.

property build_adjacency_buffer

[Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.

Type

(bool)

property build_reversed_index_buffer

[Read-Write] Required to optimize mesh in mirrored transform. Double index buffer size.

Type

(bool)

property build_scale3d

[Read-Write] The local scale applied when building the mesh

Type

(Vector)

property compute_weighted_normals

[Read-Write] If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

Type

(bool)

property distance_field_replacement_mesh

[Read-Write] Distance Field Replacement Mesh

Type

(StaticMesh)

property distance_field_resolution_scale

[Read-Write] Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

Type

(float)

property dst_lightmap_index

[Read-Write] Dst Lightmap Index

Type

(int32)

property generate_distance_field_as_if_two_sided

[Read-Write] Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

Type

(bool)

property generate_lightmap_u_vs

[Read-Write] Generate Lightmap UVs

Type

(bool)

property min_lightmap_resolution

[Read-Write] Min Lightmap Resolution

Type

(int32)

property recompute_normals

[Read-Write] If true, normals in the raw mesh are ignored and recomputed.

Type

(bool)

property recompute_tangents

[Read-Write] If true, tangents in the raw mesh are ignored and recomputed.

Type

(bool)

property remove_degenerates

[Read-Write] If true, degenerate triangles will be removed.

Type

(bool)

property src_lightmap_index

[Read-Write] Src Lightmap Index

Type

(int32)

property support_face_remap

[Read-Write] Support Face Remap

Type

(bool)

property use_full_precision_u_vs

[Read-Write] If true, UVs will be stored at full floating point precision.

Type

(bool)

property use_high_precision_tangent_basis

[Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.

Type

(bool)

property use_mikk_t_space

[Read-Write] If true, degenerate triangles will be removed.

Type

(bool)