unreal.MeshMergingSettings?

class unreal.MeshMergingSettings(target_light_map_resolution=256, material_settings=[[1024, 1024], 4.0, 0.0, 0.5, 0.0, 0.5, 1.0, 1.0, 1.0, TextureSizingType.TEXTURE_SIZING_TYPE_USE_SINGLE_TEXTURE_SIZE, BlendMode.BLEND_OPAQUE, True, True, False, False, False, False, False, False, False, False, False, [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024], [1024, 1024]], specific_lod=0, lod_selection_type=MeshLODSelectionType.CALCULATE_LOD, generate_light_map_uv=True, computed_light_map_resolution=False, pivot_point_at_zero=False, merge_physics_data=False, merge_materials=False, create_merged_material=False, bake_vertex_data_to_mesh=False, use_vertex_data_for_baking_material=True, use_texture_binning=False, use_landscape_culling=False, include_imposters=True)?

Bases: unreal.StructBase

Mesh merging settings

C++ Source:

  • Module: Engine
  • File: MeshMerging.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_distance_field (bool): [Read-Write] Whether to allow distance field to be computed for this mesh. Disable this to save memory if the merged mesh will only be rendered in the distance.
  • bake_vertex_data_to_mesh (bool): [Read-Write] Whether or not vertex data such as vertex colours should be baked into the resulting mesh
  • computed_light_map_resolution (bool): [Read-Write] Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components
  • create_merged_material (bool): [Read-Write] Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.
  • generate_light_map_uv (bool): [Read-Write] Whether to generate lightmap UVs for a merged mesh
  • gutter_size (int32): [Read-Write] The gutter (in texels) to add to each sub-chart for our baked-out material for the top mip level
  • include_imposters (bool): [Read-Write] Whether or not to include any imposter LODs that are part of the source static meshes
  • lod_selection_type (MeshLODSelectionType): [Read-Write] Which selection mode should be used when generating the merged static mesh
  • material_settings (MaterialProxySettings): [Read-Write] Material simplification
  • merge_equivalent_materials (bool): [Read-Write] Whether to attempt to merge materials that are deemed equivalent. This can cause artifacts in the merged mesh if world position/actor position etc. is used to determine output color.
  • merge_materials (bool): [Read-Write] Whether to merge source materials into one flat material, ONLY available when merging a single LOD level, see LODSelectionType
  • merge_physics_data (bool): [Read-Write] Whether to merge physics data (collision primitives)
  • output_u_vs (UVOutput): [Read-Write] Whether to output the specified UV channels into the merged mesh (only if the source meshes contain valid UVs for the specified channel)
  • pivot_point_at_zero (bool): [Read-Write] Whether merged mesh should have pivot at world origin, or at first merged component otherwise
  • reuse_mesh_lightmap_u_vs (bool): [Read-Write] Whether to attempt to re-use the source mesh’s lightmap UVs when baking the material or always generate a new set.
  • specific_lod (int32): [Read-Write] A given LOD level to export from the source meshes
  • target_light_map_resolution (int32): [Read-Write] The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh
  • use_landscape_culling (bool): [Read-Write] Whether or not to use available landscape geometry to cull away invisible triangles
  • use_texture_binning (bool): [Read-Write] Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture
  • use_vertex_data_for_baking_material (bool): [Read-Write] Whether or not vertex data such as vertex colours should be used when baking out materials
bake_vertex_data_to_mesh?

(bool) – [Read-Write] Whether or not vertex data such as vertex colours should be baked into the resulting mesh

computed_light_map_resolution?

(bool) – [Read-Write] Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

create_merged_material?

(bool) – [Read-Write] Create a flat material from all source materials, along with a new set of UVs. This material won’t be applied to any section by default.

generate_light_map_uv?

(bool) – [Read-Write] Whether to generate lightmap UVs for a merged mesh

include_imposters?

(bool) – [Read-Write] Whether or not to include any imposter LODs that are part of the source static meshes

lod_selection_type?

(MeshLODSelectionType) – [Read-Write] Which selection mode should be used when generating the merged static mesh

material_settings?

(MaterialProxySettings) – [Read-Write] Material simplification

merge_materials?

(bool) – [Read-Write] Whether to merge source materials into one flat material, ONLY available when merging a single LOD level, see LODSelectionType

merge_physics_data?

(bool) – [Read-Write] Whether to merge physics data (collision primitives)

pivot_point_at_zero?

(bool) – [Read-Write] Whether merged mesh should have pivot at world origin, or at first merged component otherwise

specific_lod?

(int32) – [Read-Write] A given LOD level to export from the source meshes

target_light_map_resolution?

(int32) – [Read-Write] The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

use_landscape_culling?

(bool) – [Read-Write] Whether or not to use available landscape geometry to cull away invisible triangles

use_texture_binning?

(bool) – [Read-Write] Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

use_vertex_data_for_baking_material?

(bool) – [Read-Write] Whether or not vertex data such as vertex colours should be used when baking out materials