unreal.MeshProxySettings
¶
- class unreal.MeshProxySettings(screen_size: int = 0, voxel_size: float = 0.0, material_settings: MaterialProxySettings = Ellipsis, merge_distance: float = 0.0, unresolved_geometry_color: Color = Ellipsis, max_ray_cast_dist: float = 0.0, hard_angle_threshold: float = 0.0, light_map_resolution: int = 0, normal_calculation_method: ProxyNormalComputationMethod = Ellipsis, landscape_culling_precision: LandscapeCullingPrecision = Ellipsis, calculate_correct_lod_model: bool = False, override_voxel_size: bool = False, override_transfer_distance: bool = False, use_hard_angle_threshold: bool = False, compute_light_map_resolution: bool = False, recalculate_normals: bool = False, use_landscape_culling: bool = False, support_ray_tracing: bool = False, allow_distance_field: bool = False, reuse_mesh_lightmap_u_vs: bool = False, group_identical_meshes_for_baking: bool = False, create_collision: bool = False, allow_vertex_colors: bool = False, generate_lightmap_u_vs: bool = False, nanite_settings: MeshNaniteSettings = Ellipsis)¶
Bases:
StructBase
Mesh Proxy 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.allow_vertex_colors
(bool): [Read-Write] Allow Vertex Colors: Whether to allow vertex colors saved in the merged meshcalculate_correct_lod_model
(bool): [Read-Write] Calculate Correct LODModel: Determines whether or not the correct LOD models should be calculated given the source meshes and transition sizecompute_light_map_resolution
(bool): [Read-Write] Compute Light Map Resolution: If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for mergingcreate_collision
(bool): [Read-Write] Create Collision: Whether to generate collision for the merged meshgenerate_lightmap_u_vs
(bool): [Read-Write] Generate Lightmap UVs: Whether to generate lightmap uvs for the merged meshgroup_identical_meshes_for_baking
(bool): [Read-Write] Group Identical Meshes for Baking: Bake identical meshes (or mesh instances) only once. Can lead to discrepancies with the source mesh visual, especially for materials that are using world position or per instance data. However, this will result in better quality baked textures & greatly reduce baking time.hard_angle_threshold
(float): [Read-Write] Hard Angle Threshold: Angle at which a hard edge is introduced between faceslandscape_culling_precision
(LandscapeCullingPrecision): [Read-Write] Landscape Culling Precision: Level of detail of the landscape that should be used for the cullinglight_map_resolution
(int32): [Read-Write] Light Map Resolution: Lightmap resolutionmaterial_settings
(MaterialProxySettings): [Read-Write] Material Settings: Material simplificationmax_ray_cast_dist
(float): [Read-Write] Max Ray Cast Dist: Override search distance used when discovering texture values for simplified geometry. Useful when non-zero Merge Distance setting generates new geometry in concave corners.merge_distance
(float): [Read-Write] Merge Distance: Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometrynanite_settings
(MeshNaniteSettings): [Read-Write] Nanite Settings: Settings related to building Nanite data.normal_calculation_method
(ProxyNormalComputationMethod): [Read-Write] Normal Calculation Method: Controls the method used to calculate the normal for the simplified geometryoverride_transfer_distance
(bool): [Read-Write] Override Transfer Distance: Enable an override for material transfer distanceoverride_voxel_size
(bool): [Read-Write] Override Voxel Size: If true, Spatial Sampling Distance will not be automatically computed based on geometry and you must set it directlyrecalculate_normals
(bool): [Read-Write] Recalculate Normals: Whether Simplygon should recalculate normals, otherwise the normals channel will be sampled from the original meshreuse_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.screen_size
(int32): [Read-Write] Screen Size: Screen size of the resulting proxy mesh in pixelssupport_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.unresolved_geometry_color
(Color): [Read-Write] Unresolved Geometry Color: Base color assigned to LOD geometry that can’t be associated with the source geometry: e.g. doors and windows that have been closed by the Merge Distanceuse_hard_angle_threshold
(bool): [Read-Write] Use Hard Angle Threshold: Enable the use of hard angle based vertex splittinguse_landscape_culling
(bool): [Read-Write] Use Landscape Culling: Whether or not to use available landscape geometry to cull away invisible trianglesvoxel_size
(float): [Read-Write] Voxel Size: Override when converting multiple meshes for proxy LOD merging. Warning, large geometry with small sampling has very high memory costs
- 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.
- Type:
(bool)
- property allow_vertex_colors: bool¶
[Read-Write] Allow Vertex Colors: Whether to allow vertex colors saved in the merged mesh
- Type:
(bool)
- property calculate_correct_lod_model: bool¶
[Read-Write] Calculate Correct LODModel: Determines whether or not the correct LOD models should be calculated given the source meshes and transition size
- Type:
(bool)
- property compute_light_map_resolution: bool¶
[Read-Write] Compute Light Map Resolution: If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for merging
- Type:
(bool)
- property create_collision: bool¶
[Read-Write] Create Collision: Whether to generate collision for the merged mesh
- Type:
(bool)
- property generate_lightmap_u_vs: bool¶
[Read-Write] Generate Lightmap UVs: Whether to generate lightmap uvs for the merged mesh
- Type:
(bool)
- property group_identical_meshes_for_baking: bool¶
[Read-Write] Group Identical Meshes for Baking: Bake identical meshes (or mesh instances) only once. Can lead to discrepancies with the source mesh visual, especially for materials that are using world position or per instance data. However, this will result in better quality baked textures & greatly reduce baking time.
- Type:
(bool)
- property hard_angle_threshold: float¶
[Read-Write] Hard Angle Threshold: Angle at which a hard edge is introduced between faces
- Type:
(float)
- property landscape_culling_precision: LandscapeCullingPrecision¶
[Read-Write] Landscape Culling Precision: Level of detail of the landscape that should be used for the culling
- Type:
- property light_map_resolution: int¶
[Read-Write] Light Map Resolution: Lightmap resolution
- Type:
(int32)
- property material_settings: MaterialProxySettings¶
[Read-Write] Material Settings: Material simplification
- Type:
- property max_ray_cast_dist: float¶
[Read-Write] Max Ray Cast Dist: Override search distance used when discovering texture values for simplified geometry. Useful when non-zero Merge Distance setting generates new geometry in concave corners.
- Type:
(float)
- property merge_distance: float¶
[Read-Write] Merge Distance: Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometry
- Type:
(float)
- property nanite_settings: MeshNaniteSettings¶
[Read-Write] Nanite Settings: Settings related to building Nanite data.
- Type:
- property normal_calculation_method: ProxyNormalComputationMethod¶
[Read-Write] Normal Calculation Method: Controls the method used to calculate the normal for the simplified geometry
- Type:
- property override_transfer_distance: bool¶
[Read-Write] Override Transfer Distance: Enable an override for material transfer distance
- Type:
(bool)
- property override_voxel_size: bool¶
[Read-Write] Override Voxel Size: If true, Spatial Sampling Distance will not be automatically computed based on geometry and you must set it directly
- Type:
(bool)
- property recalculate_normals: bool¶
[Read-Write] Recalculate Normals: Whether Simplygon should recalculate normals, otherwise the normals channel will be sampled from the original mesh
- Type:
(bool)
- property 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.
- Type:
(bool)
- property screen_size: int¶
[Read-Write] Screen Size: Screen size of the resulting proxy mesh in pixels
- 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 unresolved_geometry_color: Color¶
[Read-Write] Unresolved Geometry Color: Base color assigned to LOD geometry that can’t be associated with the source geometry: e.g. doors and windows that have been closed by the Merge Distance
- Type:
(Color)
- property use_hard_angle_threshold: bool¶
[Read-Write] Use Hard Angle Threshold: Enable the use of hard angle based vertex splitting
- Type:
(bool)