unreal.SkeletalMeshBuildSettings

class unreal.SkeletalMeshBuildSettings(recompute_normals=True, recompute_tangents=True, use_mikk_t_space=True, compute_weighted_normals=False, remove_degenerates=True, use_high_precision_tangent_basis=False, use_full_precision_u_vs=False, build_adjacency_buffer=True, threshold_position=2e-05, threshold_tangent_normal=2e-05, threshold_uv=0.000977, morph_threshold_position=0.015)

Bases: unreal.StructBase

Settings applied when building a mesh.

C++ Source:

  • Module: Engine

  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • build_adjacency_buffer (bool): [Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.

  • compute_weighted_normals (bool): [Read-Write] 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] Threshold to compare vertex position equality when computing morph target deltas.

  • recompute_normals (bool): [Read-Write] If true, normals in the raw mesh are ignored and recomputed.

  • recompute_tangents (bool): [Read-Write] If true, tangents in the raw mesh are ignored and recomputed.

  • remove_degenerates (bool): [Read-Write] If true, degenerate triangles will be removed.

  • threshold_position (float): [Read-Write] Threshold use to decide if two vertex position are equal.

  • threshold_tangent_normal (float): [Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.

  • threshold_uv (float): [Read-Write] Threshold use to decide if two UVs are equal.

  • use_full_precision_u_vs (bool): [Read-Write] If true, UVs will be stored at full floating point precision.

  • use_high_precision_tangent_basis (bool): [Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.

  • use_mikk_t_space (bool): [Read-Write] If true, degenerate triangles will be removed.

property build_adjacency_buffer

[Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.

Type

(bool)

property compute_weighted_normals

[Read-Write] 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

[Read-Write] Threshold to compare vertex position equality when computing morph target deltas.

Type

(float)

property recompute_normals

[Read-Write] If true, normals in the raw mesh are ignored and recomputed.

Type

(bool)

property recompute_tangents

[Read-Write] If true, tangents in the raw mesh are ignored and recomputed.

Type

(bool)

property remove_degenerates

[Read-Write] If true, degenerate triangles will be removed.

Type

(bool)

property threshold_position

[Read-Write] Threshold use to decide if two vertex position are equal.

Type

(float)

property threshold_tangent_normal

[Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.

Type

(float)

property threshold_uv

[Read-Write] Threshold use to decide if two UVs are equal.

Type

(float)

property use_full_precision_u_vs

[Read-Write] If true, UVs will be stored at full floating point precision.

Type

(bool)

property use_high_precision_tangent_basis

[Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.

Type

(bool)

property use_mikk_t_space

[Read-Write] If true, degenerate triangles will be removed.

Type

(bool)