unreal.SkeletalMeshBuildSettings
¶
-
class
unreal.
SkeletalMeshBuildSettings
(recompute_normals=True, recompute_tangents=True, use_mikk_t_space=True, compute_weighted_normals=False, remove_degenerates=True, use_high_precision_tangent_basis=False, use_full_precision_u_vs=False, build_adjacency_buffer=True, threshold_position=2e-05, threshold_tangent_normal=2e-05, threshold_uv=0.000977, morph_threshold_position=0.015)¶ Bases:
unreal.StructBase
Settings applied when building a mesh.
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
build_adjacency_buffer
(bool): [Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.compute_weighted_normals
(bool): [Read-Write] If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.morph_threshold_position
(float): [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.recompute_normals
(bool): [Read-Write] If true, normals in the raw mesh are ignored and recomputed.recompute_tangents
(bool): [Read-Write] If true, tangents in the raw mesh are ignored and recomputed.remove_degenerates
(bool): [Read-Write] If true, degenerate triangles will be removed.threshold_position
(float): [Read-Write] Threshold use to decide if two vertex position are equal.threshold_tangent_normal
(float): [Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.threshold_uv
(float): [Read-Write] Threshold use to decide if two UVs are equal.use_full_precision_u_vs
(bool): [Read-Write] If true, UVs will be stored at full floating point precision.use_high_precision_tangent_basis
(bool): [Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.use_mikk_t_space
(bool): [Read-Write] If true, degenerate triangles will be removed.
-
property
build_adjacency_buffer
¶ [Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.
- Type
(bool)
-
property
compute_weighted_normals
¶ [Read-Write] If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
- Type
(bool)
-
property
morph_threshold_position
¶ [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.
- Type
(float)
-
property
recompute_normals
¶ [Read-Write] If true, normals in the raw mesh are ignored and recomputed.
- Type
(bool)
-
property
recompute_tangents
¶ [Read-Write] If true, tangents in the raw mesh are ignored and recomputed.
- Type
(bool)
-
property
remove_degenerates
¶ [Read-Write] If true, degenerate triangles will be removed.
- Type
(bool)
-
property
threshold_position
¶ [Read-Write] Threshold use to decide if two vertex position are equal.
- Type
(float)
-
property
threshold_tangent_normal
¶ [Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.
- Type
(float)
-
property
use_full_precision_u_vs
¶ [Read-Write] If true, UVs will be stored at full floating point precision.
- Type
(bool)