unreal.MeshInstancingSettings

class unreal.MeshInstancingSettings(actor_class_to_use=None, instance_replacement_threshold=2, mesh_replacement_method=MeshInstancingReplacementMethod.KEEP_ORIGINAL_ACTORS_AS_EDITOR_ONLY, skip_meshes_with_vertex_colors=True, use_hlod_volumes=True)

Bases: unreal.StructBase

Mesh instance-replacement settings

C++ Source:

  • Module: Engine
  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_class_to_use (type(Class)): [Read-Write] The actor class to attach new instance static mesh components to
  • instance_replacement_threshold (int32): [Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced version
  • mesh_replacement_method (MeshInstancingReplacementMethod): [Read-Write] How to replace the original actors when instancing
  • skip_meshes_with_vertex_colors (bool): [Read-Write] Whether to skip the conversion to an instanced static mesh for meshes with vertex colors. Instanced static meshes do not support vertex colors per-instance, so conversion will lose this data.
  • use_hlod_volumes (bool): [Read-Write] Whether split up instanced static mesh components based on their intersection with HLOD volumes
actor_class_to_use

(type(Class)) – [Read-Write] The actor class to attach new instance static mesh components to

instance_replacement_threshold

(int32) – [Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced version

mesh_replacement_method

(MeshInstancingReplacementMethod) – [Read-Write] How to replace the original actors when instancing

skip_meshes_with_vertex_colors

(bool) – [Read-Write] Whether to skip the conversion to an instanced static mesh for meshes with vertex colors. Instanced static meshes do not support vertex colors per-instance, so conversion will lose this data.

use_hlod_volumes

(bool) – [Read-Write] Whether split up instanced static mesh components based on their intersection with HLOD volumes