unreal.ProcMeshTangent¶
- class unreal.ProcMeshTangent(tangent_x: Vector = Ellipsis, flip_tangent_y: bool = False)¶
Bases:
StructBaseStruct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.
C++ Source:
Plugin: ProceduralMeshComponent
Module: ProceduralMeshComponent
File: ProceduralMeshComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
flip_tangent_y(bool): [Read-Write] Bool that indicates whether we should flip the Y tangent when we compute it using cross producttangent_x(Vector): [Read-Write] Direction of X tangent for this vertex