unreal.MeshNaniteSettings
¶
- class unreal.MeshNaniteSettings(enabled: bool = False, preserve_area: bool = False, explicit_tangents: bool = False, position_precision: int = 0, normal_precision: int = 0, tangent_precision: int = 0, keep_percent_triangles: float = 0.0, trim_relative_error: float = 0.0, fallback_target: NaniteFallbackTarget = Ellipsis, fallback_percent_triangles: float = 0.0, fallback_relative_error: float = 0.0, displacement_uv_channel: int = 0)¶
Bases:
StructBase
Settings applied when building Nanite data.
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
displacement_maps
(Array[MeshDisplacementMap]): [Read-Write]displacement_uv_channel
(int32): [Read-Write] UV channel used to sample displacement mapsenabled
(bool): [Read-Write] If true, Nanite data will be generated.explicit_tangents
(bool): [Read-Write] Whether to store explicit tangents instead of using the implicitly derived ones.fallback_percent_triangles
(float): [Read-Write] Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.fallback_relative_error
(float): [Read-Write] Reduce until at least this amount of error is reached relative to size of the meshfallback_target
(NaniteFallbackTarget): [Read-Write] Which heuristic to use when generating the fallback mesh.keep_percent_triangles
(float): [Read-Write] Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles.normal_precision
(int32): [Read-Write] Normal Precision in bits. -1 is auto.position_precision
(int32): [Read-Write] Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto.preserve_area
(bool): [Read-Write] Whether to try and maintain the same surface area at all distances. Useful for foliage that thins out otherwise.tangent_precision
(int32): [Read-Write] Tangent Precision in bits. -1 is auto.target_minimum_residency_in_kb
(uint32): [Read-Write] How much of the resource should always be resident (In KB). Approximate due to paging. 0: Minimum size (single page). MAX_uint32: Entire mesh.trim_relative_error
(float): [Read-Write] Reduce until at least this amount of error is reached relative to size of the mesh
- property displacement_uv_channel: int¶
[Read-Write] UV channel used to sample displacement maps
- Type:
(int32)
- property explicit_tangents: bool¶
[Read-Write] Whether to store explicit tangents instead of using the implicitly derived ones.
- Type:
(bool)
- property fallback_percent_triangles: float¶
[Read-Write] Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.
- Type:
(float)
- property fallback_relative_error: float¶
[Read-Write] Reduce until at least this amount of error is reached relative to size of the mesh
- Type:
(float)
- property fallback_target: NaniteFallbackTarget¶
[Read-Write] Which heuristic to use when generating the fallback mesh.
- Type:
- property keep_percent_triangles: float¶
[Read-Write] Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles.
- Type:
(float)
- property position_precision: int¶
[Read-Write] Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto.
- Type:
(int32)