unreal.MeshApproximationSettings

class unreal.MeshApproximationSettings(output_type: MeshApproximationType = Ellipsis, approximation_accuracy: float = 0.0, clamp_voxel_dimension: int = 0, attempt_auto_thickening: bool = False, target_min_thickness_multiplier: float = 0.0, ignore_tiny_parts: bool = False, tiny_part_size_multiplier: float = 0.0, base_capping: MeshApproximationBaseCappingType = Ellipsis, winding_threshold: float = 0.0, fill_gaps: bool = False, gap_distance: float = 0.0, occlusion_method: OccludedGeometryFilteringPolicy = Ellipsis, occlude_from_bottom: bool = False, simplify_method: MeshApproximationSimplificationPolicy = Ellipsis, target_tri_count: int = 0, triangles_per_m: float = 0.0, geometric_deviation: float = 0.0, ground_clipping: MeshApproximationGroundPlaneClippingPolicy = Ellipsis, ground_clipping_z_height: float = 0.0, estimate_hard_normals: bool = False, hard_normal_angle: float = 0.0, uv_generation_method: MeshApproximationUVGenerationPolicy = Ellipsis, initial_patch_count: int = 0, curvature_alignment: float = 0.0, merging_threshold: float = 0.0, max_angle_deviation: float = 0.0, generate_nanite_enabled_mesh: bool = False, nanite_fallback_target: NaniteFallbackTarget = Ellipsis, nanite_fallback_percent_triangles: float = 0.0, nanite_fallback_relative_error: float = 0.0, support_ray_tracing: bool = False, allow_distance_field: bool = False, multi_sampling_aa: int = 0, render_capture_resolution: int = 0, material_settings: MaterialProxySettings = Ellipsis, capture_field_of_view: float = 0.0, near_plane_dist: float = 0.0, use_render_lod_meshes: bool = False, enable_simplify_pre_pass: bool = False, enable_parallel_baking: bool = False, print_debug_messages: bool = False, emit_full_debug_mesh: bool = False)

Bases: StructBase

Mesh Approximation Settings

C++ Source:

  • Module: Engine

  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_distance_field (bool): [Read-Write] Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

  • approximation_accuracy (float): [Read-Write] Approximation Accuracy in Meters, will determine (eg) voxel resolution

  • attempt_auto_thickening (bool): [Read-Write] if enabled, we will attempt to auto-thicken thin parts or flat sheets

  • base_capping (MeshApproximationBaseCappingType): [Read-Write] Optional methods to attempt to close off the bottom of open meshes

  • capture_field_of_view (float): [Read-Write]

  • clamp_voxel_dimension (int32): [Read-Write] Maximum allowable voxel count along main directions. This is a limit on ApproximationAccuracy. Max of 1290 (1290^3 is the last integer < 2^31, using a bigger number results in failures in TArray code & probably elsewhere)

  • curvature_alignment (float): [Read-Write] This parameter controls alignment of the initial patches to creases in the mesh

  • emit_full_debug_mesh (bool): [Read-Write] If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation. Warning: this asset may be extremely large!!

  • enable_parallel_baking (bool): [Read-Write] If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible. This will reduce the maximum memory requirements of the process.

  • enable_simplify_pre_pass (bool): [Read-Write] If true, a faster mesh simplfication strategy will be used. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.

  • estimate_hard_normals (bool): [Read-Write] If true, normal angle will be used to estimate hard normals

  • fill_gaps (bool): [Read-Write] If true, topological expand/contract is used to try to fill small gaps between objects.

  • gap_distance (float): [Read-Write] Distance in Meters to expand/contract to fill gaps

  • generate_nanite_enabled_mesh (bool): [Read-Write] Whether to generate a nanite-enabled mesh

  • geometric_deviation (float): [Read-Write] Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance

  • ground_clipping (MeshApproximationGroundPlaneClippingPolicy): [Read-Write] Configure how the final mesh should be clipped with a ground plane, if desired

  • ground_clipping_z_height (float): [Read-Write] Z-Height for the ground clipping plane, if enabled

  • hard_normal_angle (float): [Read-Write]

  • ignore_tiny_parts (bool): [Read-Write] If enabled, tiny parts will be excluded from the mesh merging, which can improve performance

  • initial_patch_count (int32): [Read-Write] Number of initial patches mesh will be split into before computing island merging

  • material_settings (MaterialProxySettings): [Read-Write] Material generation settings

  • max_angle_deviation (float): [Read-Write] UV islands will not be merged if their average face normals deviate by larger than this amount

  • merging_threshold (float): [Read-Write] Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching

  • multi_sampling_aa (int32): [Read-Write] If Value is > 1, Multisample output baked textures by this amount in each direction (eg 4 == 16x supersampling)

  • nanite_fallback_percent_triangles (float): [Read-Write] Percentage of triangles to keep from source Nanite mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.

  • nanite_fallback_relative_error (float): [Read-Write] Reduce Nanite fallback mesh until at least this amount of error is reached relative to size of the mesh.

  • nanite_fallback_target (NaniteFallbackTarget): [Read-Write] Which heuristic to use when generating the Nanite fallback mesh.

  • near_plane_dist (float): [Read-Write]

  • occlude_from_bottom (bool): [Read-Write] If true, then the OcclusionMethod computation is configured to try to consider downward-facing “bottom” geometry as occluded

  • occlusion_method (OccludedGeometryFilteringPolicy): [Read-Write] Type of hidden geometry removal to apply

  • output_type (MeshApproximationType): [Read-Write] Type of output from mesh approximation process

  • print_debug_messages (bool): [Read-Write] If true, print out debugging messages

  • render_capture_resolution (int32): [Read-Write] If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution

  • simplify_method (MeshApproximationSimplificationPolicy): [Read-Write] Mesh Simplification criteria

  • support_ray_tracing (bool): [Read-Write] Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

  • target_min_thickness_multiplier (float): [Read-Write] Multiplier on Approximation Accuracy used for auto-thickening

  • target_tri_count (int32): [Read-Write] Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count

  • tiny_part_size_multiplier (float): [Read-Write] Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension

  • triangles_per_m (float): [Read-Write] Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint

  • use_render_lod_meshes (bool): [Read-Write] If true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.

  • uv_generation_method (MeshApproximationUVGenerationPolicy): [Read-Write] Mesh UV Generation Settings

  • winding_threshold (float): [Read-Write] Winding Threshold controls hole filling at open mesh borders. Smaller value means “more/rounder” filling

property allow_distance_field: bool

[Read-Write] Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

Type:

(bool)

property approximation_accuracy: float

[Read-Write] Approximation Accuracy in Meters, will determine (eg) voxel resolution

Type:

(float)

property attempt_auto_thickening: bool

[Read-Write] if enabled, we will attempt to auto-thicken thin parts or flat sheets

Type:

(bool)

property base_capping: MeshApproximationBaseCappingType

[Read-Write] Optional methods to attempt to close off the bottom of open meshes

Type:

(MeshApproximationBaseCappingType)

property capture_field_of_view: float

[Read-Write]

Type:

(float)

property clamp_voxel_dimension: int

[Read-Write] Maximum allowable voxel count along main directions. This is a limit on ApproximationAccuracy. Max of 1290 (1290^3 is the last integer < 2^31, using a bigger number results in failures in TArray code & probably elsewhere)

Type:

(int32)

property curvature_alignment: float

[Read-Write] This parameter controls alignment of the initial patches to creases in the mesh

Type:

(float)

property emit_full_debug_mesh: bool

this asset may be extremely large!!

Type:

(bool)

Type:

[Read-Write] If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation. Warning

property enable_parallel_baking: bool

[Read-Write] If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible. This will reduce the maximum memory requirements of the process.

Type:

(bool)

property enable_simplify_pre_pass: bool

[Read-Write] If true, a faster mesh simplfication strategy will be used. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.

Type:

(bool)

property estimate_hard_normals: bool

[Read-Write] If true, normal angle will be used to estimate hard normals

Type:

(bool)

property fill_gaps: bool

[Read-Write] If true, topological expand/contract is used to try to fill small gaps between objects.

Type:

(bool)

property gap_distance: float

[Read-Write] Distance in Meters to expand/contract to fill gaps

Type:

(float)

property generate_nanite_enabled_mesh: bool

[Read-Write] Whether to generate a nanite-enabled mesh

Type:

(bool)

property geometric_deviation: float

[Read-Write] Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance

Type:

(float)

property ground_clipping: MeshApproximationGroundPlaneClippingPolicy

[Read-Write] Configure how the final mesh should be clipped with a ground plane, if desired

Type:

(MeshApproximationGroundPlaneClippingPolicy)

property ground_clipping_z_height: float

[Read-Write] Z-Height for the ground clipping plane, if enabled

Type:

(float)

property hard_normal_angle: float

[Read-Write]

Type:

(float)

property ignore_tiny_parts: bool

[Read-Write] If enabled, tiny parts will be excluded from the mesh merging, which can improve performance

Type:

(bool)

property initial_patch_count: int

[Read-Write] Number of initial patches mesh will be split into before computing island merging

Type:

(int32)

property material_settings: MaterialProxySettings

[Read-Write] Material generation settings

Type:

(MaterialProxySettings)

property max_angle_deviation: float

[Read-Write] UV islands will not be merged if their average face normals deviate by larger than this amount

Type:

(float)

property merging_threshold: float

[Read-Write] Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching

Type:

(float)

property multi_sampling_aa: int

[Read-Write] If Value is > 1, Multisample output baked textures by this amount in each direction (eg 4 == 16x supersampling)

Type:

(int32)

property nanite_fallback_percent_triangles: float

[Read-Write] Percentage of triangles to keep from source Nanite mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.

Type:

(float)

property nanite_fallback_relative_error: float

[Read-Write] Reduce Nanite fallback mesh until at least this amount of error is reached relative to size of the mesh.

Type:

(float)

property nanite_fallback_target: NaniteFallbackTarget

[Read-Write] Which heuristic to use when generating the Nanite fallback mesh.

Type:

(NaniteFallbackTarget)

property near_plane_dist: float

[Read-Write]

Type:

(float)

property occlude_from_bottom: bool

[Read-Write] If true, then the OcclusionMethod computation is configured to try to consider downward-facing “bottom” geometry as occluded

Type:

(bool)

property occlusion_method: OccludedGeometryFilteringPolicy

[Read-Write] Type of hidden geometry removal to apply

Type:

(OccludedGeometryFilteringPolicy)

property output_type: MeshApproximationType

[Read-Write] Type of output from mesh approximation process

Type:

(MeshApproximationType)

property print_debug_messages: bool

[Read-Write] If true, print out debugging messages

Type:

(bool)

property render_capture_resolution: int

[Read-Write] If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution

Type:

(int32)

property simplify_method: MeshApproximationSimplificationPolicy

[Read-Write] Mesh Simplification criteria

Type:

(MeshApproximationSimplificationPolicy)

property support_ray_tracing: bool

[Read-Write] Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

Type:

(bool)

property target_min_thickness_multiplier: float

[Read-Write] Multiplier on Approximation Accuracy used for auto-thickening

Type:

(float)

property target_tri_count: int

[Read-Write] Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count

Type:

(int32)

property tiny_part_size_multiplier: float

[Read-Write] Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension

Type:

(float)

property triangles_per_m: float

[Read-Write] Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint

Type:

(float)

property use_render_lod_meshes: bool

[Read-Write] If true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data. This can significantly reduce computation time and memory usage, but potentially at the cost of lower quality output.

Type:

(bool)

property uv_generation_method: MeshApproximationUVGenerationPolicy

[Read-Write] Mesh UV Generation Settings

Type:

(MeshApproximationUVGenerationPolicy)

property winding_threshold: float

[Read-Write] Winding Threshold controls hole filling at open mesh borders. Smaller value means “more/rounder” filling

Type:

(float)