unreal.MeshMergingSettings

class unreal.MeshMergingSettings(target_light_map_resolution: int = 0, material_settings: MaterialProxySettings = Ellipsis, lod_selection_type: MeshLODSelectionType = Ellipsis, specific_lod: int = 0, generate_light_map_uv: bool = False, computed_light_map_resolution: bool = False, pivot_point_at_zero: bool = False, merge_physics_data: bool = False, merge_materials: bool = False, create_merged_material: bool = False, bake_vertex_data_to_mesh: bool = False, use_vertex_data_for_baking_material: bool = False, use_texture_binning: bool = False, use_landscape_culling: bool = False, include_imposters: bool = False, support_ray_tracing: bool = False, nanite_settings: MeshNaniteSettings = Ellipsis)

Bases: StructBase

Mesh merging 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 merged mesh will only be rendered in the distance.

  • bake_vertex_data_to_mesh (bool): [Read-Write] Bake Vertex Data to Mesh: Whether or not vertex data such as vertex colours should be baked into the resulting mesh

  • computed_light_map_resolution (bool): [Read-Write] Computed Light Map Resolution: Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

  • create_merged_material (bool): [Read-Write] Create Merged Material: Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.

  • generate_light_map_uv (bool): [Read-Write] Generate Light Map UV: Whether to generate lightmap UVs for a merged mesh

  • gutter_size (int32): [Read-Write] Gutter Size: The gutter (in texels) to add to each sub-chart for our baked-out material for the top mip level

  • include_imposters (bool): [Read-Write] Include Imposters: Whether or not to include any imposter LODs that are part of the source static meshes

  • lod_selection_type (MeshLODSelectionType): [Read-Write] LODSelection Type: Which selection mode should be used when generating the merged static mesh

  • material_settings (MaterialProxySettings): [Read-Write] Material Settings: Material simplification

  • merge_equivalent_materials (bool): [Read-Write] Merge Equivalent Materials: Whether to attempt to merge materials that are deemed equivalent. This can cause artifacts in the merged mesh if world position/actor position etc. is used to determine output color.

  • merge_materials (bool): [Read-Write] Merge Materials: Whether to merge source materials into one flat material, ONLY available when LOD Selection Type is set to LowestDetailLOD

  • merge_physics_data (bool): [Read-Write] Merge Physics Data: Whether to merge physics data (collision primitives)

  • nanite_settings (MeshNaniteSettings): [Read-Write] Nanite Settings: Settings related to building Nanite data.

  • output_u_vs (UVOutput): [Read-Write] Output UVs: Whether to output the specified UV channels into the merged mesh (only if the source meshes contain valid UVs for the specified channel)

  • pivot_point_at_zero (bool): [Read-Write] Pivot Point at Zero: Whether merged mesh should have pivot at world origin, or at first merged component otherwise

  • reuse_mesh_lightmap_u_vs (bool): [Read-Write] Reuse Mesh Lightmap UVs: Whether to attempt to re-use the source mesh’s lightmap UVs when baking the material or always generate a new set.

  • specific_lod (int32): [Read-Write] Specific LOD: A given LOD level to export from the source meshes, used if LOD Selection Type is set to SpecificLOD

  • 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.

  • target_light_map_resolution (int32): [Read-Write] Target Light Map Resolution: The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

  • use_landscape_culling (bool): [Read-Write] Use Landscape Culling: Whether or not to use available landscape geometry to cull away invisible triangles

  • use_texture_binning (bool): [Read-Write] Use Texture Binning: Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

  • use_vertex_data_for_baking_material (bool): [Read-Write] Use Vertex Data for Baking Material: Whether or not vertex data such as vertex colours should be used when baking out materials

property bake_vertex_data_to_mesh: bool

[Read-Write] Bake Vertex Data to Mesh: Whether or not vertex data such as vertex colours should be baked into the resulting mesh

Type:

(bool)

property computed_light_map_resolution: bool

[Read-Write] Computed Light Map Resolution: Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

Type:

(bool)

property create_merged_material: bool

[Read-Write] Create Merged Material: Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.

Type:

(bool)

property generate_light_map_uv: bool

[Read-Write] Generate Light Map UV: Whether to generate lightmap UVs for a merged mesh

Type:

(bool)

property include_imposters: bool

[Read-Write] Include Imposters: Whether or not to include any imposter LODs that are part of the source static meshes

Type:

(bool)

property lod_selection_type: MeshLODSelectionType

[Read-Write] LODSelection Type: Which selection mode should be used when generating the merged static mesh

Type:

(MeshLODSelectionType)

property material_settings: MaterialProxySettings

[Read-Write] Material Settings: Material simplification

Type:

(MaterialProxySettings)

property merge_materials: bool

[Read-Write] Merge Materials: Whether to merge source materials into one flat material, ONLY available when LOD Selection Type is set to LowestDetailLOD

Type:

(bool)

property merge_physics_data: bool

[Read-Write] Merge Physics Data: Whether to merge physics data (collision primitives)

Type:

(bool)

property nanite_settings: MeshNaniteSettings

[Read-Write] Nanite Settings: Settings related to building Nanite data.

Type:

(MeshNaniteSettings)

property pivot_point_at_zero: bool

[Read-Write] Pivot Point at Zero: Whether merged mesh should have pivot at world origin, or at first merged component otherwise

Type:

(bool)

property specific_lod: int

[Read-Write] Specific LOD: A given LOD level to export from the source meshes, used if LOD Selection Type is set to SpecificLOD

Type:

(int32)

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_light_map_resolution: int

[Read-Write] Target Light Map Resolution: The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

Type:

(int32)

property use_landscape_culling: bool

[Read-Write] Use Landscape Culling: Whether or not to use available landscape geometry to cull away invisible triangles

Type:

(bool)

property use_texture_binning: bool

[Read-Write] Use Texture Binning: Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

Type:

(bool)

property use_vertex_data_for_baking_material: bool

[Read-Write] Use Vertex Data for Baking Material: Whether or not vertex data such as vertex colours should be used when baking out materials

Type:

(bool)