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_mesh_sockets: 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] 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] Whether or not vertex data such as vertex colours should be baked into the resulting meshcomputed_light_map_resolution
(bool): [Read-Write] Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Componentscreate_merged_material
(bool): [Read-Write] 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] Whether to generate lightmap UVs for a merged meshgutter_size
(int32): [Read-Write] The gutter (in texels) to add to each sub-chart for our baked-out material for the top mip levelinclude_imposters
(bool): [Read-Write] Whether or not to include any imposter LODs that are part of the source static mesheslod_selection_type
(MeshLODSelectionType): [Read-Write] Which selection mode should be used when generating the merged static meshmaterial_settings
(MaterialProxySettings): [Read-Write] Material simplificationmerge_equivalent_materials
(bool): [Read-Write] 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] Whether to merge source materials into one flat material, ONLY available when LOD Selection Type is set to LowestDetailLODmerge_mesh_sockets
(bool): [Read-Write] Whether to merge socketsmerge_physics_data
(bool): [Read-Write] Whether to merge physics data (collision primitives)nanite_settings
(MeshNaniteSettings): [Read-Write] Settings related to building Nanite data.output_u_vs
(UVOutput): [Read-Write] 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] Whether merged mesh should have pivot at world origin, or at first merged component otherwisereuse_mesh_lightmap_u_vs
(bool): [Read-Write] 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] A given LOD level to export from the source meshes, used if LOD Selection Type is set to SpecificLODsupport_ray_tracing
(bool): [Read-Write] 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] The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static meshuse_landscape_culling
(bool): [Read-Write] Whether or not to use available landscape geometry to cull away invisible trianglesuse_texture_binning
(bool): [Read-Write] Whether or not to calculate varying output texture sizes according to their importance in the final atlas textureuse_vertex_data_for_baking_material
(bool): [Read-Write] 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] 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] 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 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] Whether to generate lightmap UVs for a merged mesh
- Type:
(bool)
- property include_imposters: bool¶
[Read-Write] 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] Which selection mode should be used when generating the merged static mesh
- Type:
- property material_settings: MaterialProxySettings¶
[Read-Write] Material simplification
- Type:
- property merge_materials: bool¶
[Read-Write] 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] Whether to merge physics data (collision primitives)
- Type:
(bool)
- property nanite_settings: MeshNaniteSettings¶
[Read-Write] Settings related to building Nanite data.
- Type:
- property pivot_point_at_zero: bool¶
[Read-Write] Whether merged mesh should have pivot at world origin, or at first merged component otherwise
- Type:
(bool)
- property specific_lod: int¶
[Read-Write] 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] 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] 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] Whether or not to use available landscape geometry to cull away invisible triangles
- Type:
(bool)