unreal.MeshMergingSettings

class unreal.MeshMergingSettings(target_light_map_resolution=256, material_settings=[TextureSizingType.TEXTURE_SIZING_TYPE_USE_SINGLE_TEXTURE_SIZE, [1024, 1024], 5.0, 0.5, 10000.0, 4.0, 0.0, 0.5, 0.0, 0.5, 1.0, 1.0, 1.0, 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]], specific_lod=0, lod_selection_type=MeshLODSelectionType.CALCULATE_LOD, generate_light_map_uv=True, computed_light_map_resolution=False, pivot_point_at_zero=False, merge_physics_data=False, merge_materials=False, create_merged_material=False, bake_vertex_data_to_mesh=False, use_vertex_data_for_baking_material=True, use_texture_binning=False, use_landscape_culling=False, include_imposters=True, generate_nanite_enabled_mesh=False, nanite_fallback_triangle_percent=100.0)

Bases: unreal.StructBase

Mesh merging settings

C++ Source:

  • Module: Engine

  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_distance_field (bool): [Read-Write] Allow Distance Field: Whether to allow distance field to be computed for this mesh. Disable this to save memory if the merged mesh will only be rendered in the distance.

  • bake_vertex_data_to_mesh (bool): [Read-Write] Bake Vertex Data to Mesh: Whether or not vertex data such as vertex colours should be baked into the resulting mesh

  • computed_light_map_resolution (bool): [Read-Write] Computed Light Map Resolution: Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

  • create_merged_material (bool): [Read-Write] Create Merged Material: Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.

  • generate_light_map_uv (bool): [Read-Write] Generate Light Map UV: Whether to generate lightmap UVs for a merged mesh

  • generate_nanite_enabled_mesh (bool): [Read-Write] Generate Nanite Enabled Mesh: Whether to generate a nanite-enabled mesh

  • gutter_size (int32): [Read-Write] Gutter Size: The gutter (in texels) to add to each sub-chart for our baked-out material for the top mip level

  • include_imposters (bool): [Read-Write] Include Imposters: Whether or not to include any imposter LODs that are part of the source static meshes

  • lod_selection_type (MeshLODSelectionType): [Read-Write] LODSelection Type: Which selection mode should be used when generating the merged static mesh

  • material_settings (MaterialProxySettings): [Read-Write] Material Settings: Material simplification

  • merge_equivalent_materials (bool): [Read-Write] Merge Equivalent Materials: Whether to attempt to merge materials that are deemed equivalent. This can cause artifacts in the merged mesh if world position/actor position etc. is used to determine output color.

  • merge_materials (bool): [Read-Write] Merge Materials: Whether to merge source materials into one flat material, ONLY available when merging a single LOD level, see LODSelectionType

  • merge_physics_data (bool): [Read-Write] Merge Physics Data: Whether to merge physics data (collision primitives)

  • nanite_fallback_triangle_percent (float): [Read-Write] Nanite Fallback Triangle Percent: Percentage of triangles to reduce down to for generating a coarse fallback mesh from the Nanite mesh

  • output_u_vs (UVOutput): [Read-Write] Output UVs: Whether to output the specified UV channels into the merged mesh (only if the source meshes contain valid UVs for the specified channel)

  • pivot_point_at_zero (bool): [Read-Write] Pivot Point at Zero: Whether merged mesh should have pivot at world origin, or at first merged component otherwise

  • reuse_mesh_lightmap_u_vs (bool): [Read-Write] Reuse Mesh Lightmap UVs: Whether to attempt to re-use the source mesh’s lightmap UVs when baking the material or always generate a new set.

  • specific_lod (int32): [Read-Write] Specific LOD: A given LOD level to export from the source meshes

  • target_light_map_resolution (int32): [Read-Write] Target Light Map Resolution: The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

  • use_landscape_culling (bool): [Read-Write] Use Landscape Culling: Whether or not to use available landscape geometry to cull away invisible triangles

  • use_texture_binning (bool): [Read-Write] Use Texture Binning: Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

  • use_vertex_data_for_baking_material (bool): [Read-Write] Use Vertex Data for Baking Material: Whether or not vertex data such as vertex colours should be used when baking out materials

property bake_vertex_data_to_mesh

[Read-Write] Bake Vertex Data to Mesh: Whether or not vertex data such as vertex colours should be baked into the resulting mesh

Type

(bool)

property computed_light_map_resolution

[Read-Write] Computed Light Map Resolution: Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

Type

(bool)

property create_merged_material

[Read-Write] Create Merged Material: Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.

Type

(bool)

property generate_light_map_uv

[Read-Write] Generate Light Map UV: Whether to generate lightmap UVs for a merged mesh

Type

(bool)

property generate_nanite_enabled_mesh

[Read-Write] Generate Nanite Enabled Mesh: Whether to generate a nanite-enabled mesh

Type

(bool)

property include_imposters

[Read-Write] Include Imposters: Whether or not to include any imposter LODs that are part of the source static meshes

Type

(bool)

property lod_selection_type

[Read-Write] LODSelection Type: Which selection mode should be used when generating the merged static mesh

Type

(MeshLODSelectionType)

property material_settings

[Read-Write] Material Settings: Material simplification

Type

(MaterialProxySettings)

property merge_materials

[Read-Write] Merge Materials: Whether to merge source materials into one flat material, ONLY available when merging a single LOD level, see LODSelectionType

Type

(bool)

property merge_physics_data

[Read-Write] Merge Physics Data: Whether to merge physics data (collision primitives)

Type

(bool)

property nanite_fallback_triangle_percent

[Read-Write] Nanite Fallback Triangle Percent: Percentage of triangles to reduce down to for generating a coarse fallback mesh from the Nanite mesh

Type

(float)

property pivot_point_at_zero

[Read-Write] Pivot Point at Zero: Whether merged mesh should have pivot at world origin, or at first merged component otherwise

Type

(bool)

property specific_lod

[Read-Write] Specific LOD: A given LOD level to export from the source meshes

Type

(int32)

property target_light_map_resolution

[Read-Write] Target Light Map Resolution: The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

Type

(int32)

property use_landscape_culling

[Read-Write] Use Landscape Culling: Whether or not to use available landscape geometry to cull away invisible triangles

Type

(bool)

property use_texture_binning

[Read-Write] Use Texture Binning: Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

Type

(bool)

property use_vertex_data_for_baking_material

[Read-Write] Use Vertex Data for Baking Material: Whether or not vertex data such as vertex colours should be used when baking out materials

Type

(bool)