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: StructBase

Mesh 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 mesh

  • fallback_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:

(NaniteFallbackTarget)

property foliage_over_occlusion_bias: float

no adjustment, 1: full strength.

Type:

(float)

Type:

[Read-Write] A bias to reduce foliage over occlusion in Lumen GI. 0

property lod1_percent_triangles: float

[Read-Write]

Type:

(float)