unreal.MeshInstancingSettings
¶
- class unreal.MeshInstancingSettings(actor_class_to_use: Class = Ellipsis, instance_replacement_threshold: int = 0, skip_meshes_with_vertex_colors: bool = False, use_hlod_volumes: bool = False, ism_component_to_use: Class = Ellipsis)¶
Bases:
StructBase
Mesh instance-replacement settings
C++ Source:
Module: Engine
File: MeshMerging.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_class_to_use
(type(Class)): [Read-Write] The actor class to attach new instance static mesh components toinstance_replacement_threshold
(int32): [Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced versionism_component_to_use
(type(Class)): [Read-Write] Whether to use the Instanced Static Mesh Compoment or the Hierarchical Instanced Static Mesh Compomentskip_meshes_with_vertex_colors
(bool): [Read-Write] Whether to skip the conversion to an instanced static mesh for meshes with vertex colors. Instanced static meshes do not support vertex colors per-instance, so conversion will lose this data.use_hlod_volumes
(bool): [Read-Write] Whether split up instanced static mesh components based on their intersection with HLOD volumes
- property actor_class_to_use: Class¶
[Read-Write] The actor class to attach new instance static mesh components to
- property instance_replacement_threshold: int¶
[Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced version
- Type:
(int32)
- property ism_component_to_use: Class¶
[Read-Write] Whether to use the Instanced Static Mesh Compoment or the Hierarchical Instanced Static Mesh Compoment