unreal.MeshReductionSettings
¶
- class unreal.MeshReductionSettings(percent_triangles: float = 0.0, percent_vertices: float = 0.0, max_deviation: float = 0.0, pixel_error: float = 0.0, welding_threshold: float = 0.0, hard_angle_threshold: float = 0.0, base_lod_model: int = 0, silhouette_importance: MeshFeatureImportance = Ellipsis, texture_importance: MeshFeatureImportance = Ellipsis, shading_importance: MeshFeatureImportance = Ellipsis, recalculate_normals: bool = False, generate_unique_lightmap_u_vs: bool = False, keep_symmetry: bool = False, visibility_aided: bool = False, cull_occluded: bool = False, termination_criterion: StaticMeshReductionTerimationCriterion = Ellipsis, visibility_aggressiveness: MeshFeatureImportance = Ellipsis, vertex_color_importance: MeshFeatureImportance = Ellipsis)¶
Bases:
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]cull_occluded
(bool): [Read-Write]generate_unique_lightmap_u_vs
(bool): [Read-Write]hard_angle_threshold
(float): [Read-Write] Angle at which a hard edge is introduced between faces.keep_symmetry
(bool): [Read-Write]max_deviation
(float): [Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.max_num_of_triangles
(uint32): [Read-Write] The maximum number of triangles to retain when using percentage termination criterion. (Triangles criterion properties)max_num_of_verts
(uint32): [Read-Write] The maximum number of vertices to retain when using percentage termination criterion. (Vertices criterion properties)percent_triangles
(float): [Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles. (Triangles criterion properties)percent_vertices
(float): [Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices. (Vertices criterion properties)pixel_error
(float): [Read-Write] The amount of error in pixels allowed for this LOD.recalculate_normals
(bool): [Read-Write]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 LODstexture_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 samplesvisibility_aided
(bool): [Read-Write]welding_threshold
(float): [Read-Write] Threshold in object space at which vertices are welded together.
- property hard_angle_threshold: float¶
[Read-Write] Angle at which a hard edge is introduced between faces.
- Type:
(float)
- property max_deviation: float¶
[Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
- Type:
(float)
- property percent_triangles: float¶
[Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles. (Triangles criterion properties)
- Type:
(float)
- property percent_vertices: float¶
[Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices. (Vertices criterion properties)
- Type:
(float)
- property pixel_error: float¶
[Read-Write] The amount of error in pixels allowed for this LOD.
- Type:
(float)
- property shading_importance: MeshFeatureImportance¶
[Read-Write] Higher values try to preserve normals better.
- Type:
- property silhouette_importance: MeshFeatureImportance¶
[Read-Write] Higher values minimize change to border edges.
- Type:
- property termination_criterion: StaticMeshReductionTerimationCriterion¶
[Read-Write] The method to use when optimizing static mesh LODs
- property texture_importance: MeshFeatureImportance¶
[Read-Write] Higher values reduce texture stretching.
- Type:
- property vertex_color_importance: MeshFeatureImportance¶
[Read-Write] Higher values minimize change to vertex color data.
- Type:
- property visibility_aggressiveness: MeshFeatureImportance¶
[Read-Write] Higher values generates fewer samples
- Type: