unreal.GeometryScriptRemoveHiddenTrianglesOptions
¶
- class unreal.GeometryScriptRemoveHiddenTrianglesOptions(method: GeometryScriptRemoveHiddenTrianglesMethod = Ellipsis, samples_per_triangle: int = 0, shrink_selection: int = 0, winding_iso_value: float = 0.0, rays_per_sample: int = 0, normal_offset: float = 0.0, compact_result: bool = False)¶
Bases:
StructBase
Geometry Script Remove Hidden Triangles Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshRepairFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
compact_result
(bool): [Read-Write]method
(GeometryScriptRemoveHiddenTrianglesMethod): [Read-Write]normal_offset
(float): [Read-Write] Nudge sample points out by this amount to try to counteract numerical issuesrays_per_sample
(int32): [Read-Write] random rays to add beyond +/- major axes, for raycast samplingsamples_per_triangle
(int32): [Read-Write] add triangle samples per triangle (in addition to TriangleSamplingMethod)shrink_selection
(int32): [Read-Write] once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-ringswinding_iso_value
(float): [Read-Write] use this as winding isovalue for WindingNumber mode
- property method: GeometryScriptRemoveHiddenTrianglesMethod¶
[Read-Write]
- property normal_offset: float¶
[Read-Write] Nudge sample points out by this amount to try to counteract numerical issues
- Type:
(float)
- property rays_per_sample: int¶
[Read-Write] random rays to add beyond +/- major axes, for raycast sampling
- Type:
(int32)
- property samples_per_triangle: int¶
[Read-Write] add triangle samples per triangle (in addition to TriangleSamplingMethod)
- Type:
(int32)