unreal.GeometryScriptCopyMeshToAssetOptions
¶
- class unreal.GeometryScriptCopyMeshToAssetOptions(enable_recompute_normals=False, enable_recompute_tangents=False, enable_remove_degenerates=False, replace_materials=False, new_materials=[], new_material_slot_names=[], apply_nanite_settings=False, nanite_settings=[True, 100.0, 0.0], emit_transaction=True, defer_mesh_post_edit_change=False)¶
Bases:
unreal.StructBase
Geometry Script Copy Mesh to Asset Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshAssetFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_nanite_settings
(bool): [Read-Write] Apply Nanite Settings: If enabled, NaniteSettings will be applied to the target Asset if possibledefer_mesh_post_edit_change
(bool): [Read-Write] Defer Mesh Post Edit Changeemit_transaction
(bool): [Read-Write] Emit Transactionenable_recompute_normals
(bool): [Read-Write] Enable Recompute Normalsenable_recompute_tangents
(bool): [Read-Write] Enable Recompute Tangentsenable_remove_degenerates
(bool): [Read-Write] Enable Remove Degeneratesnanite_settings
(GeometryScriptNaniteOptions): [Read-Write] Nanite Settings: Nanite Settings applied to the target Asset, if bApplyNaniteSettings = truenew_material_slot_names
(Array(Name)): [Read-Write] New Material Slot Namesnew_materials
(Array(MaterialInterface)): [Read-Write] New Materialsreplace_materials
(bool): [Read-Write] Replace Materials
- property apply_nanite_settings¶
[Read-Write] Apply Nanite Settings: If enabled, NaniteSettings will be applied to the target Asset if possible
- Type
(bool)
- property nanite_settings¶
[Read-Write] Nanite Settings: Nanite Settings applied to the target Asset, if bApplyNaniteSettings = true
- Type
- property new_materials¶
[Read-Write] New Materials
- Type