unreal.GLTFExportOptions

class unreal.GLTFExportOptions(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

GLTFExport Options

C++ Source:

  • Plugin: GLTFExporter

  • Module: GLTFExporter

  • File: GLTFExportOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • adjust_normalmaps (bool): [Read-Write] If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).

  • bake_material_inputs (GLTFMaterialBakeMode): [Read-Write] Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).

  • default_input_bake_settings (Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings]): [Read-Write] Input-specific default bake settings that override the general defaults above.

  • default_level_of_detail (int32): [Read-Write] Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).

  • default_material_bake_filter (TextureFilter): [Read-Write] Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • default_material_bake_size (GLTFMaterialBakeSize): [Read-Write] Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • default_material_bake_tiling (TextureAddress): [Read-Write] Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • export_animation_sequences (bool): [Read-Write] If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.

  • export_cameras (bool): [Read-Write] If enabled, export camera components.

  • export_clear_coat_materials (bool): [Read-Write] If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat.

  • export_cloth_materials (bool): [Read-Write] If enabled, materials with shading model cloth will be properly exported. Uses extension KHR_materials_sheen.

  • export_emissive_strength (bool): [Read-Write] If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. Uses extension KHR_materials_emissive_strength.

  • export_hidden_in_game (bool): [Read-Write] If enabled, export actors and components that are flagged as hidden in-game.

  • export_level_sequences (bool): [Read-Write] If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.

  • export_lights (bool): [Read-Write] If enabled, export directional, point, and spot light components. Uses extension KHR_lights_punctual.

  • export_material_variants (GLTFMaterialVariantMode): [Read-Write] Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.

  • export_preview_mesh (bool): [Read-Write] If enabled, the preview mesh for a standalone animation or material asset will also be exported.

  • export_proxy_materials (bool): [Read-Write] If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.

  • export_specular_glossiness_materials (bool): [Read-Write] If enabled, materials using the Importer’s SpecularGlossiness material function will be exported. Uses extension KHR_materials_pbrSpecularGlossiness.

  • export_texture_transforms (bool): [Read-Write] If enabled, export UV offset and scale/tiling used in materials. Uses extension KHR_texture_transform.

  • export_thin_translucent_materials (bool): [Read-Write] If enabled, materials with shading model thin translucency will be exported. Export is only partial. Uses extension KHR_materials_transmission.

  • export_uniform_scale (float): [Read-Write] Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).

  • export_unlit_materials (bool): [Read-Write] If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.

  • export_vertex_colors (bool): [Read-Write] If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.

  • export_vertex_skin_weights (bool): [Read-Write] If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.

  • include_copyright_notice (bool): [Read-Write] If enabled, the copyright notice from project settings will be included as metadata in the glTF asset.

  • make_skinned_meshes_root (bool): [Read-Write] If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. Final bone transforms remain the same and visual results are unaffected.

  • skip_near_default_values (bool): [Read-Write] If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.

  • texture_image_format (GLTFTextureImageFormat): [Read-Write] Desired image format used for exported textures.

  • texture_image_quality (int32): [Read-Write] Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).

  • use_importer_material_mapping (bool): [Read-Write] If enabled, materials imported with the Interchange-glTF importer will be directly mapped for the Exporter. bExport material options below will be ignored.

  • use_mesh_quantization (bool): [Read-Write] If enabled, use quantization for vertex tangents and normals, reducing size. Requires extension KHR_mesh_quantization, which may result in the mesh not loading in some glTF viewers.

property adjust_normalmaps: bool

[Read-Write] If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).

Type:

(bool)

property bake_material_inputs: GLTFMaterialBakeMode

[Read-Write] Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).

Type:

(GLTFMaterialBakeMode)

property default_input_bake_settings: None

[Read-Write] Input-specific default bake settings that override the general defaults above.

Type:

(Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings])

property default_level_of_detail: int

[Read-Write] Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).

Type:

(int32)

property default_material_bake_filter: TextureFilter

[Read-Write] Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(TextureFilter)

property default_material_bake_size: GLTFMaterialBakeSize

[Read-Write] Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(GLTFMaterialBakeSize)

property default_material_bake_tiling: TextureAddress

[Read-Write] Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(TextureAddress)

property export_animation_sequences: bool

[Read-Write] If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.

Type:

(bool)

property export_cameras: bool

[Read-Write] If enabled, export camera components.

Type:

(bool)

property export_clear_coat_materials: bool

[Read-Write] If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat.

Type:

(bool)

property export_cloth_materials: bool

[Read-Write] If enabled, materials with shading model cloth will be properly exported. Uses extension KHR_materials_sheen.

Type:

(bool)

property export_emissive_strength: bool

[Read-Write] If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. Uses extension KHR_materials_emissive_strength.

Type:

(bool)

property export_hidden_in_game: bool

[Read-Write] If enabled, export actors and components that are flagged as hidden in-game.

Type:

(bool)

property export_level_sequences: bool

[Read-Write] If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.

Type:

(bool)

property export_lights: bool

[Read-Write] If enabled, export directional, point, and spot light components. Uses extension KHR_lights_punctual.

Type:

(bool)

property export_material_variants: GLTFMaterialVariantMode

[Read-Write] Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.

Type:

(GLTFMaterialVariantMode)

property export_preview_mesh: bool

[Read-Write] If enabled, the preview mesh for a standalone animation or material asset will also be exported.

Type:

(bool)

property export_proxy_materials: bool

[Read-Write] If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.

Type:

(bool)

property export_specular_glossiness_materials: bool

[Read-Write] If enabled, materials using the Importer’s SpecularGlossiness material function will be exported. Uses extension KHR_materials_pbrSpecularGlossiness.

Type:

(bool)

property export_texture_transforms: bool

[Read-Write] If enabled, export UV offset and scale/tiling used in materials. Uses extension KHR_texture_transform.

Type:

(bool)

property export_thin_translucent_materials: bool

[Read-Write] If enabled, materials with shading model thin translucency will be exported. Export is only partial. Uses extension KHR_materials_transmission.

Type:

(bool)

property export_uniform_scale: float

[Read-Write] Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).

Type:

(float)

property export_unlit_materials: bool

[Read-Write] If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.

Type:

(bool)

property export_vertex_colors: bool

[Read-Write] If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.

Type:

(bool)

property export_vertex_skin_weights: bool

[Read-Write] If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.

Type:

(bool)

[Read-Write] If enabled, the copyright notice from project settings will be included as metadata in the glTF asset.

Type:

(bool)

property make_skinned_meshes_root: bool

[Read-Write] If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. Final bone transforms remain the same and visual results are unaffected.

Type:

(bool)

reset_to_default() None

Reset to Default

property skip_near_default_values: bool

[Read-Write] If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.

Type:

(bool)

property texture_image_format: GLTFTextureImageFormat

[Read-Write] Desired image format used for exported textures.

Type:

(GLTFTextureImageFormat)

property texture_image_quality: int

[Read-Write] Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).

Type:

(int32)

property use_importer_material_mapping: bool

[Read-Write] If enabled, materials imported with the Interchange-glTF importer will be directly mapped for the Exporter. bExport material options below will be ignored.

Type:

(bool)

property use_mesh_quantization: bool

[Read-Write] If enabled, use quantization for vertex tangents and normals, reducing size. Requires extension KHR_mesh_quantization, which may result in the mesh not loading in some glTF viewers.

Type:

(bool)