unreal.EditorScriptingMergeStaticMeshActorsOptions

class unreal.EditorScriptingMergeStaticMeshActorsOptions(destroy_source_actors=True, new_actor_label='', rename_components_from_source=True, spawn_merged_actor=True, base_package_name='', mesh_merging_settings=[256, [[1024, 1024], 4.0, 0.0, 0.5, 0.5, 1.0, 1.0, 1.0, TextureSizingType.TEXTURE_SIZING_TYPE_USE_SINGLE_TEXTURE_SIZE, BlendMode.BLEND_OPAQUE, True, False, False, False, False, False, False, False, [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024]], 0, MeshLODSelectionType.CALCULATE_LOD, True, False, False, False, False, False, True, False, False, True])

Bases: unreal.EditorScriptingJoinStaticMeshActorsOptions

Editor Scripting Merge Static Mesh Actors Options

C++ Source:

  • Plugin: EditorScriptingUtilities
  • Module: EditorScriptingUtilities
  • File: EditorLevelLibrary.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_package_name (str): [Read-Write] The package path you want to save to. ie: /Game/MyFolder
  • destroy_source_actors (bool): [Read-Write] Destroy the provided Actors after the operation.
  • mesh_merging_settings (MeshMergingSettings): [Read-Write] Mesh Merging Settings
  • new_actor_label (str): [Read-Write] Name of the new spawned Actor to replace the provided Actors.
  • rename_components_from_source (bool): [Read-Write] Rename StaticMeshComponents based on source Actor’s name.
  • spawn_merged_actor (bool): [Read-Write] Spawn the new merged actors
base_package_name

**(str)* – [Read-Write] The package path you want to save to. ie* – /Game/MyFolder

mesh_merging_settings

(MeshMergingSettings) – [Read-Write] Mesh Merging Settings

spawn_merged_actor

(bool) – [Read-Write] Spawn the new merged actors