unreal.MeshBuildSettings

class unreal.MeshBuildSettings(use_mikk_t_space: bool = False, recompute_normals: bool = False, recompute_tangents: bool = False, compute_weighted_normals: bool = False, remove_degenerates: bool = False, build_reversed_index_buffer: bool = False, use_high_precision_tangent_basis: bool = False, use_full_precision_u_vs: bool = False, use_backwards_compatible_f16_trunc_u_vs: bool = False, generate_lightmap_u_vs: bool = False, generate_distance_field_as_if_two_sided: bool = False, support_face_remap: bool = False, min_lightmap_resolution: int = 0, src_lightmap_index: int = 0, dst_lightmap_index: int = 0, build_scale3d: Vector = Ellipsis, distance_field_resolution_scale: float = 0.0, distance_field_replacement_mesh: StaticMesh = Ellipsis, max_lumen_mesh_cards: int = 0)

Bases: StructBase

Settings applied when building a mesh.

C++ Source:

  • Module: Engine

  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • build_reversed_index_buffer (bool): [Read-Write] Build Reversed Index Buffer: Required to optimize mesh in mirrored transform. Double index buffer size.

  • build_scale3d (Vector): [Read-Write] Build Scale 3D: The local scale applied when building the mesh

  • 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.

  • distance_field_replacement_mesh (StaticMesh): [Read-Write] Distance Field Replacement Mesh

  • distance_field_resolution_scale (float): [Read-Write] Distance Field Resolution Scale: Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

  • dst_lightmap_index (int32): [Read-Write] Dst Lightmap Index

  • generate_distance_field_as_if_two_sided (bool): [Read-Write] Generate Distance Field as if Two Sided: Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

  • generate_lightmap_u_vs (bool): [Read-Write] Generate Lightmap UVs

  • max_lumen_mesh_cards (int32): [Read-Write] Max Lumen Mesh Cards: Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

  • min_lightmap_resolution (int32): [Read-Write] Min Lightmap Resolution

  • 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.

  • src_lightmap_index (int32): [Read-Write] Src Lightmap Index

  • support_face_remap (bool): [Read-Write] Support Face Remap

  • 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 build_reversed_index_buffer: bool

[Read-Write] Build Reversed Index Buffer: Required to optimize mesh in mirrored transform. Double index buffer size.

Type:

(bool)

property build_scale3d: Vector

[Read-Write] Build Scale 3D: The local scale applied when building the mesh

Type:

(Vector)

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.

Type:

(bool)

property distance_field_replacement_mesh: StaticMesh

[Read-Write] Distance Field Replacement Mesh

Type:

(StaticMesh)

property distance_field_resolution_scale: float

[Read-Write] Distance Field Resolution Scale: Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

Type:

(float)

property dst_lightmap_index: int

[Read-Write] Dst Lightmap Index

Type:

(int32)

property generate_distance_field_as_if_two_sided: bool

[Read-Write] Generate Distance Field as if Two Sided: Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

Type:

(bool)

property generate_lightmap_u_vs: bool

[Read-Write] Generate Lightmap UVs

Type:

(bool)

property max_lumen_mesh_cards: int

[Read-Write] Max Lumen Mesh Cards: Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

Type:

(int32)

property min_lightmap_resolution: int

[Read-Write] Min Lightmap Resolution

Type:

(int32)

property recompute_normals: bool

[Read-Write] Recompute Normals: If true, normals in the raw mesh are ignored and recomputed.

Type:

(bool)

property recompute_tangents: bool

[Read-Write] Recompute Tangents: If true, tangents in the raw mesh are ignored and recomputed.

Type:

(bool)

property remove_degenerates: bool

[Read-Write] Remove Degenerates: If true, degenerate triangles will be removed.

Type:

(bool)

property src_lightmap_index: int

[Read-Write] Src Lightmap Index

Type:

(int32)

property support_face_remap: bool

[Read-Write] Support Face Remap

Type:

(bool)

property 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.

Type:

(bool)

property use_full_precision_u_vs: bool

[Read-Write] Use Full Precision UVs: If true, UVs will be stored at full floating point precision.

Type:

(bool)

property 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.

Type:

(bool)

property use_mikk_t_space: bool

[Read-Write] Use Mikk TSpace: If true, degenerate triangles will be removed.

Type:

(bool)