unreal.GLTFExportOptions

class unreal.GLTFExportOptions(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

GLTFExport Options

C++ Source:

  • Plugin: GLTFExporter

  • Module: GLTFExporter

  • File: GLTFExportOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • adjust_normalmaps (bool): [Read-Write] Adjust Normalmaps: If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).

  • bake_material_inputs (GLTFMaterialBakeMode): [Read-Write] Bake Material Inputs: Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).

  • default_input_bake_settings (Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings]): [Read-Write] Default Input Bake Settings: Input-specific default bake settings that override the general defaults above.

  • default_level_of_detail (int32): [Read-Write] Default Level Of Detail: Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).

  • default_material_bake_filter (TextureFilter): [Read-Write] Default Material Bake Filter: Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • default_material_bake_size (GLTFMaterialBakeSizePOT): [Read-Write] Default Material Bake Size: Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • default_material_bake_tiling (TextureAddress): [Read-Write] Default Material Bake Tiling: Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

  • export_animation_sequences (bool): [Read-Write] Export Animation Sequences: If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.

  • export_cameras (bool): [Read-Write] Export Cameras: If enabled, export camera components.

  • export_clear_coat_materials (bool): [Read-Write] Export Clear Coat Materials: If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat, which is not supported by all glTF viewers.

  • export_extra_blend_modes (bool): [Read-Write] Export Extra Blend Modes: If enabled, materials with blend modes additive, modulate, and alpha composite will be properly exported. Uses extension EPIC_blend_modes, which is supported by Unreal’s glTF viewer.

  • export_hdri_backdrops (bool): [Read-Write] Export HDRIBackdrops: If enabled, export HDRIBackdrop blueprints. Uses extension EPIC_hdri_backdrops, which is supported by Unreal’s glTF viewer.

  • export_hidden_in_game (bool): [Read-Write] Export Hidden in Game: If enabled, export actors and components that are flagged as hidden in-game.

  • export_level_sequences (bool): [Read-Write] Export Level Sequences: If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.

  • export_lightmaps (bool): [Read-Write] Export Lightmaps: If enabled, export lightmaps (created by Lightmass) when exporting a level. Uses extension EPIC_lightmap_textures, which is supported by Unreal’s glTF viewer.

  • export_lights (int32): [Read-Write] Export Lights: Mobility of directional, point, and spot light components that will be exported. Uses extension KHR_lights_punctual.

  • export_material_variants (GLTFMaterialVariantMode): [Read-Write] Export Material Variants: Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.

  • export_mesh_variants (bool): [Read-Write] Export Mesh Variants: If enabled, export variants that change the mesh property on a static or skeletal mesh component.

  • export_playback_settings (bool): [Read-Write] Export Playback Settings: If enabled, export play rate, start time, looping, and auto play for an animation or level sequence. Uses extension EPIC_animation_playback, which is supported by Unreal’s glTF viewer.

  • export_preview_mesh (bool): [Read-Write] Export Preview Mesh: If enabled, the preview mesh for a standalone animation or material asset will also be exported.

  • export_proxy_materials (bool): [Read-Write] Export Proxy Materials: If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.

  • export_sky_spheres (bool): [Read-Write] Export Sky Spheres: If enabled, export SkySphere blueprints. Uses extension EPIC_sky_spheres, which is supported by Unreal’s glTF viewer.

  • export_texture_transforms (bool): [Read-Write] Export Texture Transforms: If enabled, export UV tiling and un-mirroring settings in a texture coordinate expression node for simple material input expressions. Uses extension KHR_texture_transform.

  • export_uniform_scale (float): [Read-Write] Export Uniform Scale: Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).

  • export_unlit_materials (bool): [Read-Write] Export Unlit Materials: If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.

  • export_vertex_colors (bool): [Read-Write] Export Vertex Colors: If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.

  • export_vertex_skin_weights (bool): [Read-Write] Export Vertex Skin Weights: If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.

  • export_visibility_variants (bool): [Read-Write] Export Visibility Variants: If enabled, export variants that change the visible property on a scene component.

  • include_generator_version (bool): [Read-Write] Include Generator Version: If enabled, version info for Unreal Engine and exporter plugin will be included as metadata in the glTF asset, which is useful when reporting issues.

  • no_lossy_image_format_for (int32): [Read-Write] No Lossy Image Format For: Texture types that will always use lossless formats (e.g. PNG) because of sensitivity to compression artifacts.

  • skip_near_default_values (bool): [Read-Write] Skip Near Default Values: If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.

  • strict_compliance (bool): [Read-Write] Strict Compliance: If enabled, certain values (like HDR colors and light angles) will be truncated during export to strictly conform to the formal glTF specification.

  • texture_hdr_encoding (GLTFTextureHDREncoding): [Read-Write] Texture HDREncoding: Encoding used to store textures that have pixel colors with more than 8-bit per channel. Uses extension EPIC_texture_hdr_encoding, which is supported by Unreal’s glTF viewer.

  • texture_image_format (GLTFTextureImageFormat): [Read-Write] Texture Image Format: Desired image format used for exported textures.

  • texture_image_quality (int32): [Read-Write] Texture Image Quality: Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).

  • use_mesh_quantization (bool): [Read-Write] Use Mesh Quantization: If enabled, use quantization for vertex tangents and normals, reducing size. Requires extension KHR_mesh_quantization, which may result in the mesh not loading in some glTF viewers.

  • variant_sets_mode (GLTFVariantSetsMode): [Read-Write] Variant Sets Mode: Mode determining if and how to export LevelVariantSetsActors.

property adjust_normalmaps: bool

[Read-Write] Adjust Normalmaps: If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).

Type:

(bool)

property bake_material_inputs: GLTFMaterialBakeMode

[Read-Write] Bake Material Inputs: Bake mode determining if and how a material input is baked out to a texture. Baking is only used for non-trivial material inputs (i.e. not simple texture or constant expressions).

Type:

(GLTFMaterialBakeMode)

property default_input_bake_settings: Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings]

[Read-Write] Default Input Bake Settings: Input-specific default bake settings that override the general defaults above.

Type:

(Map[GLTFMaterialPropertyGroup, GLTFOverrideMaterialBakeSettings])

property default_level_of_detail: int

[Read-Write] Default Level Of Detail: Default LOD level used for exporting a mesh. Can be overridden by component or asset settings (e.g. minimum or forced LOD level).

Type:

(int32)

property default_material_bake_filter: TextureFilter

[Read-Write] Default Material Bake Filter: Default filtering mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(TextureFilter)

property default_material_bake_size: GLTFMaterialBakeSizePOT

[Read-Write] Default Material Bake Size: Default size of the baked out texture (containing the material input). Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(GLTFMaterialBakeSizePOT)

property default_material_bake_tiling: TextureAddress

[Read-Write] Default Material Bake Tiling: Default addressing mode used when sampling the baked out texture. Can be overridden by material- and input-specific bake settings, see GLTFMaterialExportOptions.

Type:

(TextureAddress)

property export_animation_sequences: bool

[Read-Write] Export Animation Sequences: If enabled, export single animation asset used by a skeletal mesh component. Export of vertex skin weights must be enabled.

Type:

(bool)

property export_cameras: bool

[Read-Write] Export Cameras: If enabled, export camera components.

Type:

(bool)

property export_clear_coat_materials: bool

[Read-Write] Export Clear Coat Materials: If enabled, materials with shading model clear coat will be properly exported. Uses extension KHR_materials_clearcoat, which is not supported by all glTF viewers.

Type:

(bool)

property export_extra_blend_modes: bool

[Read-Write] Export Extra Blend Modes: If enabled, materials with blend modes additive, modulate, and alpha composite will be properly exported. Uses extension EPIC_blend_modes, which is supported by Unreal’s glTF viewer.

Type:

(bool)

property export_hdri_backdrops: bool

[Read-Write] Export HDRIBackdrops: If enabled, export HDRIBackdrop blueprints. Uses extension EPIC_hdri_backdrops, which is supported by Unreal’s glTF viewer.

Type:

(bool)

property export_hidden_in_game: bool

[Read-Write] Export Hidden in Game: If enabled, export actors and components that are flagged as hidden in-game.

Type:

(bool)

property export_level_sequences: bool

[Read-Write] Export Level Sequences: If enabled, export level sequences. Only transform tracks are currently supported. The level sequence will be played at the assigned display rate.

Type:

(bool)

property export_lightmaps: bool

[Read-Write] Export Lightmaps: If enabled, export lightmaps (created by Lightmass) when exporting a level. Uses extension EPIC_lightmap_textures, which is supported by Unreal’s glTF viewer.

Type:

(bool)

property export_lights: int

[Read-Write] Export Lights: Mobility of directional, point, and spot light components that will be exported. Uses extension KHR_lights_punctual.

Type:

(int32)

property export_material_variants: GLTFMaterialVariantMode

[Read-Write] Export Material Variants: Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.

Type:

(GLTFMaterialVariantMode)

property export_mesh_variants: bool

[Read-Write] Export Mesh Variants: If enabled, export variants that change the mesh property on a static or skeletal mesh component.

Type:

(bool)

property export_playback_settings: bool

[Read-Write] Export Playback Settings: If enabled, export play rate, start time, looping, and auto play for an animation or level sequence. Uses extension EPIC_animation_playback, which is supported by Unreal’s glTF viewer.

Type:

(bool)

property export_preview_mesh: bool

[Read-Write] Export Preview Mesh: If enabled, the preview mesh for a standalone animation or material asset will also be exported.

Type:

(bool)

property export_proxy_materials: bool

[Read-Write] Export Proxy Materials: If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. This setting won’t affect proxy materials exported or referenced directly.

Type:

(bool)

property export_sky_spheres: bool

[Read-Write] Export Sky Spheres: If enabled, export SkySphere blueprints. Uses extension EPIC_sky_spheres, which is supported by Unreal’s glTF viewer.

Type:

(bool)

property export_texture_transforms: bool

[Read-Write] Export Texture Transforms: If enabled, export UV tiling and un-mirroring settings in a texture coordinate expression node for simple material input expressions. Uses extension KHR_texture_transform.

Type:

(bool)

property export_uniform_scale: float

[Read-Write] Export Uniform Scale: Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).

Type:

(float)

property export_unlit_materials: bool

[Read-Write] Export Unlit Materials: If enabled, materials with shading model unlit will be properly exported. Uses extension KHR_materials_unlit.

Type:

(bool)

property export_vertex_colors: bool

[Read-Write] Export Vertex Colors: If enabled, export vertex color. Not recommended due to vertex colors always being used as a base color multiplier in glTF, regardless of material. Often producing undesirable results.

Type:

(bool)

property export_vertex_skin_weights: bool

[Read-Write] Export Vertex Skin Weights: If enabled, export vertex bone weights and indices in skeletal meshes. Necessary for animation sequences.

Type:

(bool)

property export_visibility_variants: bool

[Read-Write] Export Visibility Variants: If enabled, export variants that change the visible property on a scene component.

Type:

(bool)

property include_generator_version: bool

[Read-Write] Include Generator Version: If enabled, version info for Unreal Engine and exporter plugin will be included as metadata in the glTF asset, which is useful when reporting issues.

Type:

(bool)

property no_lossy_image_format_for: int

[Read-Write] No Lossy Image Format For: Texture types that will always use lossless formats (e.g. PNG) because of sensitivity to compression artifacts.

Type:

(int32)

reset_to_default() None

Reset to Default

property skip_near_default_values: bool

[Read-Write] Skip Near Default Values: If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.

Type:

(bool)

property strict_compliance: bool

[Read-Write] Strict Compliance: If enabled, certain values (like HDR colors and light angles) will be truncated during export to strictly conform to the formal glTF specification.

Type:

(bool)

property texture_hdr_encoding: GLTFTextureHDREncoding

[Read-Write] Texture HDREncoding: Encoding used to store textures that have pixel colors with more than 8-bit per channel. Uses extension EPIC_texture_hdr_encoding, which is supported by Unreal’s glTF viewer.

Type:

(GLTFTextureHDREncoding)

property texture_image_format: GLTFTextureImageFormat

[Read-Write] Texture Image Format: Desired image format used for exported textures.

Type:

(GLTFTextureImageFormat)

property texture_image_quality: int

[Read-Write] Texture Image Quality: Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).

Type:

(int32)

property use_mesh_quantization: bool

[Read-Write] Use Mesh Quantization: If enabled, use quantization for vertex tangents and normals, reducing size. Requires extension KHR_mesh_quantization, which may result in the mesh not loading in some glTF viewers.

Type:

(bool)

property variant_sets_mode: GLTFVariantSetsMode

[Read-Write] Variant Sets Mode: Mode determining if and how to export LevelVariantSetsActors.

Type:

(GLTFVariantSetsMode)