unreal.GeometryScriptMeshPointSamplingOptions

class unreal.GeometryScriptMeshPointSamplingOptions(sampling_radius: float = 0.0, max_num_samples: int = 0, random_seed: int = 0, sub_sample_density: float = 0.0)

Bases: StructBase

Geometry Script Mesh Point Sampling Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshSamplingFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • max_num_samples (int32): [Read-Write] Maximum number of samples requested. If 0 or default value, mesh will be maximally sampled

  • random_seed (int32): [Read-Write] Random Seed used to initialize sampling strategies

  • sampling_radius (float): [Read-Write] Desired “radius” of sample points. Spacing between samples is at least 2x this value.

  • sub_sample_density (double): [Read-Write] Density of subsampling used in Poisson strategy. Larger numbers mean “more accurate” (but slower) results.

property max_num_samples: int

[Read-Write] Maximum number of samples requested. If 0 or default value, mesh will be maximally sampled

Type:

(int32)

property random_seed: int

[Read-Write] Random Seed used to initialize sampling strategies

Type:

(int32)

property sampling_radius: float

[Read-Write] Desired “radius” of sample points. Spacing between samples is at least 2x this value.

Type:

(float)

property sub_sample_density: float

[Read-Write] Density of subsampling used in Poisson strategy. Larger numbers mean “more accurate” (but slower) results.

Type:

(double)