unreal.MeshReductionSettings
¶
- class unreal.MeshReductionSettings(percent_triangles: float = 0.0, percent_vertices: float = 0.0, max_deviation: float = 0.0, pixel_error: float = 0.0, welding_threshold: float = 0.0, hard_angle_threshold: float = 0.0, base_lod_model: int = 0, silhouette_importance: MeshFeatureImportance = Ellipsis, texture_importance: MeshFeatureImportance = Ellipsis, shading_importance: MeshFeatureImportance = Ellipsis, recalculate_normals: bool = False, generate_unique_lightmap_u_vs: bool = False, keep_symmetry: bool = False, visibility_aided: bool = False, cull_occluded: bool = False, termination_criterion: StaticMeshReductionTerimationCriterion = Ellipsis, visibility_aggressiveness: MeshFeatureImportance = Ellipsis, vertex_color_importance: MeshFeatureImportance = Ellipsis)¶
Bases:
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 LODModelcull_occluded
(bool): [Read-Write] Cull Occludedgenerate_unique_lightmap_u_vs
(bool): [Read-Write] Generate Unique Lightmap UVshard_angle_threshold
(float): [Read-Write] Hard Angle Threshold: Angle at which a hard edge is introduced between faces.keep_symmetry
(bool): [Read-Write] Keep Symmetrymax_deviation
(float): [Read-Write] Max Deviation: The maximum distance in object space by which the reduced mesh may deviate from the original mesh.percent_triangles
(float): [Read-Write] Percent Triangles: Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.percent_vertices
(float): [Read-Write] Percent Vertices: Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.pixel_error
(float): [Read-Write] Pixel Error: The amount of error in pixels allowed for this LOD.recalculate_normals
(bool): [Read-Write] Recalculate Normalsshading_importance
(MeshFeatureImportance): [Read-Write] Shading Importance: Higher values try to preserve normals better.silhouette_importance
(MeshFeatureImportance): [Read-Write] Silhouette Importance: Higher values minimize change to border edges.termination_criterion
(StaticMeshReductionTerimationCriterion): [Read-Write] Termination Criterion: The method to use when optimizing static mesh LODstexture_importance
(MeshFeatureImportance): [Read-Write] Texture Importance: Higher values reduce texture stretching.vertex_color_importance
(MeshFeatureImportance): [Read-Write] Vertex Color Importance: Higher values minimize change to vertex color data.visibility_aggressiveness
(MeshFeatureImportance): [Read-Write] Visibility Aggressiveness: Higher values generates fewer samplesvisibility_aided
(bool): [Read-Write] Visibility Aidedwelding_threshold
(float): [Read-Write] Welding Threshold: Threshold in object space at which vertices are welded together.
- property generate_unique_lightmap_u_vs: bool¶
[Read-Write] Generate Unique Lightmap UVs
- 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 max_deviation: float¶
[Read-Write] Max Deviation: The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
- Type:
(float)
- property percent_triangles: float¶
[Read-Write] Percent Triangles: Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.
- Type:
(float)
- property percent_vertices: float¶
[Read-Write] Percent Vertices: Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.
- Type:
(float)
- property pixel_error: float¶
[Read-Write] Pixel Error: The amount of error in pixels allowed for this LOD.
- Type:
(float)
- property shading_importance: MeshFeatureImportance¶
[Read-Write] Shading Importance: Higher values try to preserve normals better.
- Type:
- property silhouette_importance: MeshFeatureImportance¶
[Read-Write] Silhouette Importance: Higher values minimize change to border edges.
- Type:
- property termination_criterion: StaticMeshReductionTerimationCriterion¶
[Read-Write] Termination Criterion: The method to use when optimizing static mesh LODs
- property texture_importance: MeshFeatureImportance¶
[Read-Write] Texture Importance: Higher values reduce texture stretching.
- Type:
- property vertex_color_importance: MeshFeatureImportance¶
[Read-Write] Vertex Color Importance: Higher values minimize change to vertex color data.
- Type:
- property visibility_aggressiveness: MeshFeatureImportance¶
[Read-Write] Visibility Aggressiveness: Higher values generates fewer samples
- Type: