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, use_backwards_compatible_f16_trunc_u_vs=False, 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)
compute_weighted_normals
(bool): [Read-Write] Compute Weighted Normals: 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] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.recompute_normals
(bool): [Read-Write] Recompute Normals: If true, normals in the raw mesh are ignored and recomputed.recompute_tangents
(bool): [Read-Write] Recompute Tangents: If true, tangents in the raw mesh are ignored and recomputed.remove_degenerates
(bool): [Read-Write] Remove Degenerates: If true, degenerate triangles will be removed.threshold_position
(float): [Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.threshold_tangent_normal
(float): [Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.threshold_uv
(float): [Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.use_backwards_compatible_f16_trunc_u_vs
(bool): [Read-Write] Use Backwards Compatible F16Trunc UVs: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.use_full_precision_u_vs
(bool): [Read-Write] Use Full Precision UVs: If true, UVs will be stored at full floating point precision.use_high_precision_tangent_basis
(bool): [Read-Write] Use High Precision Tangent Basis: If true, Tangents will be stored at 16 bit vs 8 bit precision.use_mikk_t_space
(bool): [Read-Write] Use Mikk TSpace: If true, degenerate triangles will be removed.
- property compute_weighted_normals¶
[Read-Write] Compute Weighted Normals: 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] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.
- Type
(float)
- property recompute_normals¶
[Read-Write] Recompute Normals: If true, normals in the raw mesh are ignored and recomputed.
- Type
(bool)
- property recompute_tangents¶
[Read-Write] Recompute Tangents: If true, tangents in the raw mesh are ignored and recomputed.
- Type
(bool)
- property remove_degenerates¶
[Read-Write] Remove Degenerates: If true, degenerate triangles will be removed.
- Type
(bool)
- property threshold_position¶
[Read-Write] Threshold Position: Threshold use to decide if two vertex position are equal.
- Type
(float)
- property threshold_tangent_normal¶
[Read-Write] Threshold Tangent Normal: Threshold use to decide if two normal, tangents or bi-normals are equal.
- Type
(float)
- property threshold_uv¶
[Read-Write] Threshold UV: Threshold use to decide if two UVs are equal.
- Type
(float)
- property use_backwards_compatible_f16_trunc_u_vs¶
[Read-Write] Use Backwards Compatible F16Trunc UVs: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.
- Type
(bool)
- property use_full_precision_u_vs¶
[Read-Write] Use Full Precision UVs: If true, UVs will be stored at full floating point precision.
- Type
(bool)