unreal.EditorScriptingMergeStaticMeshActorsOptions
¶
- class unreal.EditorScriptingMergeStaticMeshActorsOptions(destroy_source_actors=True, new_actor_label='', rename_components_from_source=True, spawn_merged_actor=True, base_package_name='', mesh_merging_settings=[256, [[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, MeshLODSelectionType.CALCULATE_LOD, True, False, False, False, False, False, False, True, False, False, True])¶
Bases:
unreal.EditorScriptingJoinStaticMeshActorsOptions
Editor Scripting Merge Static Mesh Actors 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_merging_settings
(MeshMergingSettings): [Read-Write] Mesh Merging 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_merging_settings¶
[Read-Write] Mesh Merging Settings
- Type