unreal.MeshReductionSettings

class unreal.MeshReductionSettings(percent_triangles=1.0, percent_vertices=1.0, max_deviation=0.0, pixel_error=8.0, welding_threshold=0.0, hard_angle_threshold=80.0, base_lod_model=0, silhouette_importance=MeshFeatureImportance.NORMAL, texture_importance=MeshFeatureImportance.NORMAL, shading_importance=MeshFeatureImportance.NORMAL, recalculate_normals=False, generate_unique_lightmap_u_vs=False, keep_symmetry=False, visibility_aided=False, cull_occluded=False, termination_criterion=StaticMeshReductionTerimationCriterion.TRIANGLES, visibility_aggressiveness=MeshFeatureImportance.LOWEST, vertex_color_importance=MeshFeatureImportance.OFF)

Bases: unreal.StructBase

Settings used to reduce a mesh.

C++ Source:

  • Module: Engine

  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_lod_model (int32): [Read-Write] Base LODModel

  • cull_occluded (bool): [Read-Write] Cull Occluded

  • generate_unique_lightmap_u_vs (bool): [Read-Write] Generate Unique Lightmap UVs

  • hard_angle_threshold (float): [Read-Write] Angle at which a hard edge is introduced between faces.

  • keep_symmetry (bool): [Read-Write] Keep Symmetry

  • max_deviation (float): [Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.

  • percent_triangles (float): [Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.

  • percent_vertices (float): [Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.

  • pixel_error (float): [Read-Write] The amount of error in pixels allowed for this LOD.

  • recalculate_normals (bool): [Read-Write] Recalculate Normals

  • shading_importance (MeshFeatureImportance): [Read-Write] Higher values try to preserve normals better.

  • silhouette_importance (MeshFeatureImportance): [Read-Write] Higher values minimize change to border edges.

  • termination_criterion (StaticMeshReductionTerimationCriterion): [Read-Write] The method to use when optimizing static mesh LODs

  • texture_importance (MeshFeatureImportance): [Read-Write] Higher values reduce texture stretching.

  • vertex_color_importance (MeshFeatureImportance): [Read-Write] Higher values minimize change to vertex color data.

  • visibility_aggressiveness (MeshFeatureImportance): [Read-Write] Higher values generates fewer samples

  • visibility_aided (bool): [Read-Write] Visibility Aided

  • welding_threshold (float): [Read-Write] Threshold in object space at which vertices are welded together.

property base_lod_model

[Read-Write] Base LODModel

Type

(int32)

property cull_occluded

[Read-Write] Cull Occluded

Type

(bool)

property generate_unique_lightmap_u_vs

[Read-Write] Generate Unique Lightmap UVs

Type

(bool)

property hard_angle_threshold

[Read-Write] Angle at which a hard edge is introduced between faces.

Type

(float)

property keep_symmetry

[Read-Write] Keep Symmetry

Type

(bool)

property max_deviation

[Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.

Type

(float)

property percent_triangles

[Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.

Type

(float)

property percent_vertices

[Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.

Type

(float)

property pixel_error

[Read-Write] The amount of error in pixels allowed for this LOD.

Type

(float)

property recalculate_normals

[Read-Write] Recalculate Normals

Type

(bool)

property shading_importance

[Read-Write] Higher values try to preserve normals better.

Type

(MeshFeatureImportance)

property silhouette_importance

[Read-Write] Higher values minimize change to border edges.

Type

(MeshFeatureImportance)

property termination_criterion

[Read-Write] The method to use when optimizing static mesh LODs

Type

(StaticMeshReductionTerimationCriterion)

property texture_importance

[Read-Write] Higher values reduce texture stretching.

Type

(MeshFeatureImportance)

property vertex_color_importance

[Read-Write] Higher values minimize change to vertex color data.

Type

(MeshFeatureImportance)

property visibility_aggressiveness

[Read-Write] Higher values generates fewer samples

Type

(MeshFeatureImportance)

property visibility_aided

[Read-Write] Visibility Aided

Type

(bool)

property welding_threshold

[Read-Write] Threshold in object space at which vertices are welded together.

Type

(float)