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/MyFolder

  • destroy_source_actors (bool): [Read-Write] Destroy the provided Actors after the operation.

  • mesh_merging_settings (MeshMergingSettings): [Read-Write] Mesh Merging Settings

  • new_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

(MeshMergingSettings)

property spawn_merged_actor

[Read-Write] Spawn the new merged actors

Type

(bool)