unreal.HierarchicalSimplification

class unreal.HierarchicalSimplification

Bases: unreal.StructBase

Hierarchical Simplification

C++ Source:

  • Module: Engine
  • File: WorldSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_specific_exclusion (bool): [Read-Write] Allow Specific Exclusion
  • desired_bound_radius (float): [Read-Write] Desired Bounding Radius for clustering - this is not guaranteed but used to calculate filling factor for auto clustering
  • desired_filling_percentage (float): [Read-Write] Desired Filling Percentage for clustering - this is not guaranteed but used to calculate filling factor for auto clustering
  • merge_setting (MeshMergingSettings): [Read-Write] Merge Mesh Setting if bSimplifyMesh is false
  • min_number_of_actors_to_build (int32): [Read-Write] Min number of actors to build LODActor
  • only_generate_clusters_for_volumes (bool): [Read-Write] Min number of actors to build LODActor
  • override_draw_distance (float): [Read-Write] Override Draw Distance
  • proxy_setting (MeshProxySettings): [Read-Write] Simplification Setting if bSimplifyMesh is true
  • reuse_previous_level_clusters (bool): [Read-Write] Will reuse the clusters generated for the previous (lower) HLOD level
  • simplify_mesh (bool): [Read-Write] If this is true, it will simplify mesh but it is slower. If false, it will just merge actors but not simplify using the lower LOD if exists. For example if you build LOD 1, it will use LOD 1 of the mesh to merge actors if exists. If you merge material, it will reduce drawcalls.
  • transition_screen_size (float): [Read-Write] The screen radius an mesh object should reach before swapping to the LOD actor, once one of parent displays, it won’t draw any of children.
  • use_override_draw_distance (bool): [Read-Write] Use Override Draw Distance