unreal.SkeletalMeshBuildSettings¶
- class unreal.SkeletalMeshBuildSettings(recompute_normals: bool = False, recompute_tangents: bool = False, use_mikk_t_space: bool = False, compute_weighted_normals: bool = False, remove_degenerates: bool = False, use_high_precision_tangent_basis: bool = False, use_full_precision_u_vs: bool = False, use_backwards_compatible_f16_trunc_u_vs: bool = False, threshold_position: float = 0.0, threshold_tangent_normal: float = 0.0, threshold_uv: float = 0.0, morph_threshold_position: float = 0.0)¶
Bases:
StructBaseSettings applied when building a mesh.
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
compute_weighted_normals(bool): [Read-Write] Compute Weighted Normals: If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.morph_threshold_position(float): [Read-Write] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.recompute_normals(bool): [Read-Write] Recompute Normals: If true, normals in the raw mesh are ignored and recomputed.recompute_tangents(bool): [Read-Write] Recompute Tangents: If true, tangents in the raw mesh are ignored and recomputed.remove_degenerates(bool): [Read-Write] Remove Degenerates: If true, degenerate triangles will be removed.threshold_position(float): [Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.threshold_tangent_normal(float): [Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.threshold_uv(float): [Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.use_backwards_compatible_f16_trunc_u_vs(bool): [Read-Write] Use Backwards Compatible F16Trunc UVs: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.use_full_precision_u_vs(bool): [Read-Write] Use Full Precision UVs: If true, UVs will be stored at full floating point precision.use_high_precision_tangent_basis(bool): [Read-Write] Use High Precision Tangent Basis: If true, Tangents will be stored at 16 bit vs 8 bit precision.use_mikk_t_space(bool): [Read-Write] Use Mikk TSpace: If true, degenerate triangles will be removed.
- property compute_weighted_normals: bool¶
[Read-Write] Compute Weighted Normals: If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
- Type:
(bool)
- property morph_threshold_position: float¶
[Read-Write] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.
- Type:
(float)
- property recompute_normals: bool¶
[Read-Write] Recompute Normals: If true, normals in the raw mesh are ignored and recomputed.
- Type:
(bool)
- property recompute_tangents: bool¶
[Read-Write] Recompute Tangents: If true, tangents in the raw mesh are ignored and recomputed.
- Type:
(bool)
- property remove_degenerates: bool¶
[Read-Write] Remove Degenerates: If true, degenerate triangles will be removed.
- Type:
(bool)
- property threshold_position: float¶
[Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.
- Type:
(float)
- property threshold_tangent_normal: float¶
[Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.
- Type:
(float)
- property threshold_uv: float¶
[Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.
- Type:
(float)
- property use_backwards_compatible_f16_trunc_u_vs: bool¶
[Read-Write] Use Backwards Compatible F16Trunc UVs: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.
- Type:
(bool)
- property use_full_precision_u_vs: bool¶
[Read-Write] Use Full Precision UVs: If true, UVs will be stored at full floating point precision.
- Type:
(bool)