unreal.GeometryScriptSimpleCollisionTriangulationOptions

class unreal.GeometryScriptSimpleCollisionTriangulationOptions(sphere_steps_per_side: int = 0, capsule_hemisphere_steps: int = 0, capsule_circle_steps: int = 0, approximate_level_sets_with_cubes: bool = False)

Bases: StructBase

Settings to control the triangulation of simple collision primitives – used for conversion to mesh or convex hull geometry

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: GeometryScriptTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • approximate_level_sets_with_cubes (bool): [Read-Write] Whether to cheaply approximate level sets with cubes. Otherwise, will use marching cubes.

  • capsule_circle_steps (int32): [Read-Write] When triangulating a capsule, number of vertices to use for the circular cross-sections

  • capsule_hemisphere_steps (int32): [Read-Write] When triangulating a capsule’s spherical endcaps, number of vertices to use on the arcs across the endcaps.

  • sphere_steps_per_side (int32): [Read-Write] When triangulating a sphere by deforming a cube to the sphere, number of vertices to use along each edge of the cube

property approximate_level_sets_with_cubes: bool

[Read-Write] Whether to cheaply approximate level sets with cubes. Otherwise, will use marching cubes.

Type:

(bool)

property capsule_circle_steps: int

[Read-Write] When triangulating a capsule, number of vertices to use for the circular cross-sections

Type:

(int32)

property capsule_hemisphere_steps: int

[Read-Write] When triangulating a capsule’s spherical endcaps, number of vertices to use on the arcs across the endcaps.

Type:

(int32)

property sphere_steps_per_side: int

[Read-Write] When triangulating a sphere by deforming a cube to the sphere, number of vertices to use along each edge of the cube

Type:

(int32)