unreal.WireSettings¶
- class unreal.WireSettings(chord_tolerance: float = 0.0, max_edge_length: float = 0.0, normal_tolerance: float = 0.0, stitching_technique: DatasmithCADStitchingTechnique = Ellipsis, geometric_tolerance: float = 0.0, stitching_tolerance: float = 0.0, use_layer_as_actor: bool = False, merge_geometry_by_group: bool = False)¶
Bases:
DatasmithTessellationOptionsWire Settings
C++ Source:
Plugin: DatasmithCADImporter
Module: DatasmithWireTranslator
File: IWireInterface.h
Editor Properties: (see get_editor_property/set_editor_property)
chord_tolerance(float): [Read-Write] Maximum distance between any generated triangle and the original surface. Smaller values make more triangles.geometric_tolerance(double): [Read-Write] Tolerance used to determine if a surface should be tessellated or not.max_edge_length(float): [Read-Write] Maximum length of any edge in the generated triangles. Smaller values make more triangles.merge_geometry_by_group(bool): [Read-Write] If set to true, all geometry nodes under a group are merged. Default is true.normal_tolerance(float): [Read-Write] Maximum angle between adjacent triangles. Smaller values make more triangles.stitching_technique(DatasmithCADStitchingTechnique): [Read-Write] Stitching technique applied on model before tessellation. Sewing could impact number of objects.stitching_tolerance(double): [Read-Write] Tolerance used to determine if two surfaces should be stitched.use_layer_as_actor(bool): [Read-Write] If set to true, the first level’s actors in the outliner are the layers. Default is true