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 meshcompute_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 Meshdistance_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 Indexgenerate_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 UVsmin_lightmap_resolution
(int32): [Read-Write] Min Lightmap Resolutionrecompute_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 Indexsupport_face_remap
(bool): [Read-Write] Support Face Remapuse_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 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
- 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 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 use_full_precision_u_vs¶
[Read-Write] If true, UVs will be stored at full floating point precision.
- Type
(bool)