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 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] Hard Angle Threshold: Angle at which a hard edge is introduced between faces.

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

  • max_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 Normals

  • shading_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 LODs

  • texture_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 samples

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

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

property base_lod_model: int

[Read-Write] Base LODModel

Type:

(int32)

property cull_occluded: bool

[Read-Write] Cull Occluded

Type:

(bool)

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 keep_symmetry: bool

[Read-Write] Keep Symmetry

Type:

(bool)

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 recalculate_normals: bool

[Read-Write] Recalculate Normals

Type:

(bool)

property shading_importance: MeshFeatureImportance

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

Type:

(MeshFeatureImportance)

property silhouette_importance: MeshFeatureImportance

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

Type:

(MeshFeatureImportance)

property termination_criterion: StaticMeshReductionTerimationCriterion

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

Type:

(StaticMeshReductionTerimationCriterion)

property texture_importance: MeshFeatureImportance

[Read-Write] Texture Importance: Higher values reduce texture stretching.

Type:

(MeshFeatureImportance)

property vertex_color_importance: MeshFeatureImportance

[Read-Write] Vertex Color Importance: Higher values minimize change to vertex color data.

Type:

(MeshFeatureImportance)

property visibility_aggressiveness: MeshFeatureImportance

[Read-Write] Visibility Aggressiveness: Higher values generates fewer samples

Type:

(MeshFeatureImportance)

property visibility_aided: bool

[Read-Write] Visibility Aided

Type:

(bool)

property welding_threshold: float

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

Type:

(float)