unreal.MeshReductionSettings

class unreal.MeshReductionSettings(percent_triangles=1.0, percent_vertices=1.0, max_deviation=0.0, pixel_error=8.0, welding_threshold=0.0, hard_angle_threshold=80.0, base_lod_model=0, silhouette_importance=MeshFeatureImportance.NORMAL, texture_importance=MeshFeatureImportance.NORMAL, shading_importance=MeshFeatureImportance.NORMAL, recalculate_normals=False, generate_unique_lightmap_u_vs=False, keep_symmetry=False, visibility_aided=False, cull_occluded=False, termination_criterion=StaticMeshReductionTerimationCriterion.TRIANGLES, visibility_aggressiveness=MeshFeatureImportance.LOWEST, vertex_color_importance=MeshFeatureImportance.OFF)

Bases: unreal.StructBase

Settings used to reduce a mesh.

C++ Source:

  • Module: Engine
  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_lod_model (int32): [Read-Write] Base LODModel
  • cull_occluded (bool): [Read-Write] Cull Occluded
  • generate_unique_lightmap_u_vs (bool): [Read-Write] Generate Unique Lightmap UVs
  • hard_angle_threshold (float): [Read-Write] Angle at which a hard edge is introduced between faces.
  • keep_symmetry (bool): [Read-Write] Keep Symmetry
  • max_deviation (float): [Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
  • percent_triangles (float): [Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.
  • percent_vertices (float): [Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.
  • pixel_error (float): [Read-Write] The amount of error in pixels allowed for this LOD.
  • recalculate_normals (bool): [Read-Write] Recalculate Normals
  • shading_importance (MeshFeatureImportance): [Read-Write] Higher values try to preserve normals better.
  • silhouette_importance (MeshFeatureImportance): [Read-Write] Higher values minimize change to border edges.
  • termination_criterion (StaticMeshReductionTerimationCriterion): [Read-Write] The method to use when optimizing static mesh LODs
  • texture_importance (MeshFeatureImportance): [Read-Write] Higher values reduce texture stretching.
  • vertex_color_importance (MeshFeatureImportance): [Read-Write] Higher values minimize change to vertex color data.
  • visibility_aggressiveness (MeshFeatureImportance): [Read-Write] Higher values generates fewer samples
  • visibility_aided (bool): [Read-Write] Visibility Aided
  • welding_threshold (float): [Read-Write] Threshold in object space at which vertices are welded together.
base_lod_model

(int32) – [Read-Write] Base LODModel

cull_occluded

(bool) – [Read-Write] Cull Occluded

generate_unique_lightmap_u_vs

(bool) – [Read-Write] Generate Unique Lightmap UVs

hard_angle_threshold

(float) – [Read-Write] Angle at which a hard edge is introduced between faces.

keep_symmetry

(bool) – [Read-Write] Keep Symmetry

max_deviation

(float) – [Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.

percent_triangles

(float) – [Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.

percent_vertices

(float) – [Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.

pixel_error

(float) – [Read-Write] The amount of error in pixels allowed for this LOD.

recalculate_normals

(bool) – [Read-Write] Recalculate Normals

shading_importance

(MeshFeatureImportance) – [Read-Write] Higher values try to preserve normals better.

silhouette_importance

(MeshFeatureImportance) – [Read-Write] Higher values minimize change to border edges.

termination_criterion

(StaticMeshReductionTerimationCriterion) – [Read-Write] The method to use when optimizing static mesh LODs

texture_importance

(MeshFeatureImportance) – [Read-Write] Higher values reduce texture stretching.

vertex_color_importance

(MeshFeatureImportance) – [Read-Write] Higher values minimize change to vertex color data.

visibility_aggressiveness

(MeshFeatureImportance) – [Read-Write] Higher values generates fewer samples

visibility_aided

(bool) – [Read-Write] Visibility Aided

welding_threshold

(float) – [Read-Write] Threshold in object space at which vertices are welded together.