unreal.EditorScriptingCreateProxyMeshActorOptions
¶
-
class
unreal.
EditorScriptingCreateProxyMeshActorOptions
(destroy_source_actors=True, new_actor_label='', rename_components_from_source=True, spawn_merged_actor=True, base_package_name='', mesh_proxy_settings=[300, 3.0, [[1024, 1024], 4.0, 0.0, 0.5, 0.0, 0.5, 1.0, 1.0, 1.0, TextureSizingType.TEXTURE_SIZING_TYPE_USE_SINGLE_TEXTURE_SIZE, BlendMode.BLEND_OPAQUE, True, True, False, False, False, False, False, False, False, False, False, [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024]], 0.0, [0, 0, 0, 255], 20.0, 130.0, 256, ProxyNormalComputationMethod.ANGLE_WEIGHTED, LandscapeCullingPrecision.MEDIUM, False, False, False, False, False, True, False, False, False, True, True, False, False])¶ Bases:
unreal.EditorScriptingJoinStaticMeshActorsOptions
Editor Scripting Create Proxy Mesh Actor Options
C++ Source:
Plugin: EditorScriptingUtilities
Module: EditorScriptingUtilities
File: EditorLevelLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
base_package_name
(str): [Read-Write] The package path you want to save to. ie: /Game/MyFolderdestroy_source_actors
(bool): [Read-Write] Destroy the provided Actors after the operation.mesh_proxy_settings
(MeshProxySettings): [Read-Write] Mesh Proxy Settingsnew_actor_label
(str): [Read-Write] Name of the new spawned Actor to replace the provided Actors.rename_components_from_source
(bool): [Read-Write] Rename StaticMeshComponents based on source Actor’s name.spawn_merged_actor
(bool): [Read-Write] Spawn the new merged actors
-
property
base_package_name
¶ /Game/MyFolder
- Type
(str)
- Type
[Read-Write] The package path you want to save to. ie
-
property
mesh_proxy_settings
¶ [Read-Write] Mesh Proxy Settings
- Type