unreal.GeometryScriptRemoveHiddenTrianglesOptions

class unreal.GeometryScriptRemoveHiddenTrianglesOptions(method: GeometryScriptRemoveHiddenTrianglesMethod = Ellipsis, samples_per_triangle: int = 0, shrink_selection: int = 0, winding_iso_value: float = 0.0, rays_per_sample: int = 0, normal_offset: float = 0.0, compact_result: bool = False)

Bases: StructBase

Geometry Script Remove Hidden Triangles Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshRepairFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • compact_result (bool): [Read-Write]

  • method (GeometryScriptRemoveHiddenTrianglesMethod): [Read-Write]

  • normal_offset (float): [Read-Write] Nudge sample points out by this amount to try to counteract numerical issues

  • rays_per_sample (int32): [Read-Write] random rays to add beyond +/- major axes, for raycast sampling

  • samples_per_triangle (int32): [Read-Write] add triangle samples per triangle (in addition to TriangleSamplingMethod)

  • shrink_selection (int32): [Read-Write] once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-rings

  • winding_iso_value (float): [Read-Write] use this as winding isovalue for WindingNumber mode

property compact_result: bool

[Read-Write]

Type:

(bool)

property method: GeometryScriptRemoveHiddenTrianglesMethod

[Read-Write]

Type:

(GeometryScriptRemoveHiddenTrianglesMethod)

property normal_offset: float

[Read-Write] Nudge sample points out by this amount to try to counteract numerical issues

Type:

(float)

property rays_per_sample: int

[Read-Write] random rays to add beyond +/- major axes, for raycast sampling

Type:

(int32)

property samples_per_triangle: int

[Read-Write] add triangle samples per triangle (in addition to TriangleSamplingMethod)

Type:

(int32)

property shrink_selection: int

[Read-Write] once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-rings

Type:

(int32)

property winding_iso_value: float

[Read-Write] use this as winding isovalue for WindingNumber mode

Type:

(float)