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, ism_component_to_use=None)¶ 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 toinstance_replacement_threshold
(int32): [Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced versionism_component_to_use
(type(Class)): [Read-Write] Whether to use the Instanced Static Mesh Compoment or the Hierarchical Instanced Static Mesh Compomentmesh_replacement_method
(MeshInstancingReplacementMethod): [Read-Write] How to replace the original actors when instancingskip_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
-
property
actor_class_to_use
¶ [Read-Write] The actor class to attach new instance static mesh components to
-
property
instance_replacement_threshold
¶ [Read-Write] The number of static mesh instances needed before a mesh is replaced with an instanced version
- Type
(int32)
-
property
ism_component_to_use
¶ [Read-Write] Whether to use the Instanced Static Mesh Compoment or the Hierarchical Instanced Static Mesh Compoment
-
property
mesh_replacement_method
¶ [Read-Write] How to replace the original actors when instancing