unreal.GeometryScriptMeshBevelOptions
¶
- class unreal.GeometryScriptMeshBevelOptions(bevel_distance: float = 0.0, infer_material_id: bool = False, set_material_id: int = 0, subdivisions: int = 0, round_weight: float = 0.0, apply_filter_box: bool = False, filter_box: Box = Ellipsis, filter_box_transform: Transform = Ellipsis, fully_contained: bool = False)¶
Bases:
StructBase
Geometry Script Mesh Bevel Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshModelingFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_filter_box
(bool): [Read-Write] If true the set of beveled PolyGroup edges is limited to those that are fully or partially contained within the (transformed) FilterBoxbevel_distance
(float): [Read-Write] Distance that each beveled mesh edge is inset from it’s initial positionfilter_box
(Box): [Read-Write] Bounding Box used for edge filteringfilter_box_transform
(Transform): [Read-Write] Transform applied to the FilterBoxfully_contained
(bool): [Read-Write] If true, then only PolyGroup edges that are fully contained within the filter box will be beveled, otherwise the edge will be beveled if any vertex is within the filter box.infer_material_id
(bool): [Read-Write] If true, when faces on either side of a beveled mesh edges have the same Material ID, beveled edge will be set to that Material ID. Otherwise SetMaterialID is used.round_weight
(float): [Read-Write] Roundness of the bevel. Ignored if Subdivisions = 0.set_material_id
(int32): [Read-Write] Material ID to set on the new faces introduced by bevel operation, unless bInferMaterialID=true and non-ambiguous MaterialID can be inferred from adjacent facessubdivisions
(int32): [Read-Write] Number of edge loops added along the bevel faces
- property apply_filter_box: bool¶
[Read-Write] If true the set of beveled PolyGroup edges is limited to those that are fully or partially contained within the (transformed) FilterBox
- Type:
(bool)
- property bevel_distance: float¶
[Read-Write] Distance that each beveled mesh edge is inset from it’s initial position
- Type:
(float)
- property fully_contained: bool¶
[Read-Write] If true, then only PolyGroup edges that are fully contained within the filter box will be beveled, otherwise the edge will be beveled if any vertex is within the filter box.
- Type:
(bool)
- property infer_material_id: bool¶
[Read-Write] If true, when faces on either side of a beveled mesh edges have the same Material ID, beveled edge will be set to that Material ID. Otherwise SetMaterialID is used.
- Type:
(bool)
- property round_weight: float¶
[Read-Write] Roundness of the bevel. Ignored if Subdivisions = 0.
- Type:
(float)