unreal.ProcMeshTangent

class unreal.ProcMeshTangent(tangent_x=[1.0, 0.0, 0.0], flip_tangent_y=False)

Bases: unreal.StructBase

Struct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.

C++ Source:

  • Plugin: ProceduralMeshComponent
  • Module: ProceduralMeshComponent
  • File: ProceduralMeshComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • flip_tangent_y (bool): [Read-Write] Bool that indicates whether we should flip the Y tangent when we compute it using cross product
  • tangent_x (Vector): [Read-Write] Direction of X tangent for this vertex
flip_tangent_y

(bool) – [Read-Write] Bool that indicates whether we should flip the Y tangent when we compute it using cross product

tangent_x

(Vector) – [Read-Write] Direction of X tangent for this vertex