unreal.MeshRayTracingProxySettings¶
- class unreal.MeshRayTracingProxySettings(enabled: bool = False, fallback_target: NaniteFallbackTarget = Ellipsis, fallback_percent_triangles: float = 0.0, fallback_relative_error: float = 0.0, lod1_percent_triangles: float = 0.0, foliage_over_occlusion_bias: float = 0.0)¶
Bases:
StructBaseMesh Ray Tracing Proxy Settings
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled(bool): [Read-Write] If true, Ray Tracing Proxy data will be generated.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.foliage_over_occlusion_bias(float): [Read-Write] A bias to reduce foliage over occlusion in Lumen GI. 0: no adjustment, 1: full strength.lod1_percent_triangles(float): [Read-Write]
- property enabled: bool¶
[Read-Write] If true, Ray Tracing Proxy data will be generated.
- 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: