unreal.SkeletalMeshBuildSettings

class unreal.SkeletalMeshBuildSettings

Bases: unreal.StructBase

Settings applied when building a mesh.

C++ Source:

  • Module: Engine
  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • build_adjacency_buffer (bool): [Read-Write] Required for PNT tessellation but can be slow. Recommend disabling for larger meshes.
  • compute_weighted_normals (bool): [Read-Write] If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
  • recompute_normals (bool): [Read-Write] If true, normals in the raw mesh are ignored and recomputed.
  • recompute_tangents (bool): [Read-Write] If true, tangents in the raw mesh are ignored and recomputed.
  • remove_degenerates (bool): [Read-Write] If true, degenerate triangles will be removed.
  • threshold_position (float): [Read-Write] Threshold use to decide if two vertex position are equal.
  • threshold_tangent_normal (float): [Read-Write] Threshold use to decide if two normal, tangents or bi-normals are equal.
  • threshold_uv (float): [Read-Write] Threshold use to decide if two UVs are equal.
  • use_full_precision_u_vs (bool): [Read-Write] If true, UVs will be stored at full floating point precision.
  • use_high_precision_tangent_basis (bool): [Read-Write] If true, Tangents will be stored at 16 bit vs 8 bit precision.
  • use_mikk_t_space (bool): [Read-Write] If true, degenerate triangles will be removed.