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