unreal.ProcMeshTangent
¶
- class unreal.ProcMeshTangent(tangent_x=[1.0, 0.0, 0.0], flip_tangent_y=False)¶
Bases:
unreal.StructBase
Struct 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