Kit mesh
155 ferramentas. Gerado a partir do código-fonte do plugin; não edite manualmente.
As descrições das ferramentas e dos argumentos são exibidas em inglês porque espelham o schema das ferramentas (o mesmo texto que o agente recebe em
tools/list).
Guia
Static and skeletal mesh assets: LOD chains, build and reduction settings, materials and sections, sockets, simple and complex collision, UV channels and lightmap UVs, Nanite and distance fields, procedural authoring with Geometry Script, skeletal mesh basics (bones, morph targets, physics assets, skeleton binding) and folder-wide audits.
Works on UE 4.27 through 5.8 (123 tools on 4.27, 155 on 5.8). The extra 5.x tools are Nanite
and the whole mesh.gs_* Geometry Script family; they are hidden from tools/list on older
engines and refused with E_NOT_SUPPORTED if called anyway.
The kit is split over six classes that all expose the mesh. namespace:
| Class | Prefix | What |
|---|---|---|
UUeaKit_Mesh | mesh. | info, LODs, build settings, materials, sections, sockets, lightmap, distance field, Nanite, bounds, import settings, duplicate/rename/delete/export/merge/validate |
UUeaKit_MeshCollision | mesh. | simple collision primitives, convex decomposition, complexity, physical material, per-section collision, collision audits |
UUeaKit_MeshUV | mesh. | UV channels, projections, lightmap UVs, UV bounds, tiling, auto-UV |
UUeaKit_MeshGeometry | mesh.gs_ | Geometry Script primitives and operations (UE 5 + the GeometryScripting plugin) |
UUeaKit_SkeletalMesh | mesh.sk_ | skeletal mesh LODs, materials, sockets, bones, morph targets, physics assets, skeleton |
UUeaKit_MeshBatch | mesh. | folder audits and bulk edits |
Not here: placing meshes in a level (actor kit), mesh component settings (component kit),
importing FBX (asset kit asset.import_*), materials themselves (material kit).
Start here
mesh.get_info {"mesh":"/Game/Meshes/SM_Rock"}— LODs with triangle/vertex/section counts, materials, sockets, bounds, lightmap, collision summary, Nanite, LOD group, source files.mesh.audit {"folder":"/Game/Meshes"}— the whole folder with triangle budgets, LOD coverage, missing collision and lightmap resolution, plus the offenders.mesh.validate {"mesh":"..."}— one mesh checked for a broken LOD chain, missing collision, unusable lightmap UVs and empty material slots.mesh.report {"folder":"/Game/Meshes"}— the same audit as markdown text for a human.
Everything that changes an asset is transactional (edit.undo works) but nothing is saved until
you call mesh.save or asset.save_all.
Recipes
A production-ready prop in three calls
mesh.generate_lods {"mesh":"/Game/Meshes/SM_Crate","count":3}
mesh.auto_convex_collision {"mesh":"/Game/Meshes/SM_Crate","hullCount":4,"maxHullVerts":16}
mesh.generate_lightmap_uv {"mesh":"/Game/Meshes/SM_Crate","srcChannel":0,"dstChannel":1,
"minResolution":64}
mesh.generate_lods rebuilds the whole LOD chain from LOD0 by reduction (default percentages
0.5, 0.25, 0.125…), mesh.auto_convex_collision replaces the simple collision with a convex
decomposition, and mesh.generate_lightmap_uv turns on the engine's lightmap UV generator and
points the lightmap coordinate index at the new channel.
Collision from scratch
mesh.fit_collision_to_bounds {"mesh":"...","kind":"box"} // one box on the bounds
mesh.add_capsule_collision {"mesh":"...","radius":30,"length":80}
mesh.set_collision_complexity{"mesh":"...","complexity":"use_simple_as_complex"}
mesh.get_collision {"mesh":"..."} // check the result
Shapes: box, sphere, capsule, kdop10x/10y/10z/18/26 (mesh.add_kdop_collision or the
generic mesh.add_simple_collision), convex hulls (mesh.auto_convex_collision).
mesh.set_collision_primitive edits one primitive numerically; convex hulls cannot be edited that
way. mesh.copy_collision clones a whole setup onto another mesh, and
mesh.get_collision_json / mesh.set_collision_json round-trip the aggregate geometry as text.
A prop built from nothing (UE 5, GeometryScripting)
mesh.gs_info {} // confirm the plugin is enabled
mesh.gs_pipeline {
"primitive":"box", "dimensions":{"x":200,"y":200,"z":40},
"ops":[ {"op":"translate","vector":{"x":0,"y":0,"z":20}},
{"op":"recompute_normals","amount":45},
{"op":"simplify_percent","amount":0.8} ],
"folder":"/Game/Props", "name":"SM_Platform", "collision":true }
mesh.gs_pipeline is the one-call version. The individual steps also exist:
mesh.gs_create_box/sphere/cylinder/capsule/cone/torus/plane/stairs/ramp create a new asset, and
mesh.gs_boolean, mesh.gs_simplify, mesh.gs_transform, mesh.gs_mirror,
mesh.gs_recenter_pivot, mesh.gs_weld, mesh.gs_fill_holes,
mesh.gs_remove_small_components, mesh.gs_voxel_solidify, mesh.gs_voxel_morphology,
mesh.gs_flip_normals, mesh.gs_recompute_normals, mesh.gs_set_material_ids and
mesh.gs_combine edit an existing one. Every modify tool takes inPlace (default true) or a
folder + name pair to write a copy instead. mesh.gs_measure returns triangle/vertex counts,
surface area, volume and bounds; mesh.gs_generate_collision_from_mesh produces simple collision
from the geometry itself (box, sphere, capsule, convex, swept_hull, min_volume,
level_set).
Project-wide clean-up
mesh.audit {"folder":"/Game","maxTriangles":50000,"minLods":2,"onlyOffenders":true}
mesh.find_without_collision {"folder":"/Game/Props"}
mesh.batch_auto_collision {"folder":"/Game/Props","kind":"box","onlyMissing":true,"dryRun":true}
mesh.batch_auto_collision {"folder":"/Game/Props","kind":"box","onlyMissing":true,"dryRun":false}
Every batch tool defaults to dryRun: true: run it once to see what would change, then repeat with
dryRun: false. The family is mesh.batch_set_lod_group, mesh.batch_generate_lods,
mesh.batch_set_lightmap, mesh.batch_set_nanite (5.0+), mesh.batch_set_build_settings,
mesh.batch_rebuild and mesh.batch_auto_collision. The read-only finders are
mesh.find_high_poly, mesh.find_without_lods, mesh.find_without_collision and
mesh.find_duplicate_geometry.
Skeletal meshes
mesh.sk_get_info first, then mesh.sk_list_bones, mesh.sk_list_morph_targets,
mesh.sk_list_sockets. To give a character physics:
mesh.sk_create_physics_asset {"mesh":"/Game/Chars/SK_Hero","folder":"/Game/Chars",
"name":"PHYS_Hero","geomType":"sphyl","assign":true}
mesh.sk_regenerate_lods and mesh.sk_remove_lods need UE 5 (4.27 has no scripting entry point
for them and returns E_NOT_SUPPORTED with a hint); the reduction settings themselves
(mesh.sk_set_reduction) can be written on both engines.
Gotchas
- Rebuild cost. Tools that change build/reduction/UV settings call
PostEditChange(), which rebuilds the render data. Several of them takerebuild: falseso you can batch the changes and finish with onemesh.rebuild. Triangle counts in a reply come from the built data, so they only move after a rebuild. - Engine content is read-only in spirit. Duplicate first:
mesh.duplicate {"mesh":"/Engine/BasicShapes/Cube","folder":"/Game/Temp","name":"SM_Copy"}, then edit the copy. - Nanite vs LODs. A Nanite mesh ignores the LOD chain at render time but still uses it for the
fallback mesh and for collision. Do not delete the LODs of a Nanite mesh that also uses
use_complex_as_simplecollision —mesh.validateflags that combination. - Lightmap UVs.
coordinateIndexmust point at a channel that exists, or the lighting build reuses channel 0 (overlapping UVs). Either turn on the generator withmesh.generate_lightmap_uvor create the channel yourself withmesh.add_uv_channel+ a projection. - UV editing needs source geometry.
mesh.copy_uv_channel,mesh.set_uv_tilingandmesh.flip_uv_vwork on the mesh description, so they refuse meshes that only have render data (E_NOT_SUPPORTED). The projection tools (mesh.generate_planar_uvand friends) work anywhere. - 4.27 differences. On 4.27 the kit goes through
UEditorStaticMeshLibrary(EditorScriptingUtilities, already enabled by the plugin); on 5.x throughUStaticMeshEditorSubsystem/USkeletalMeshEditorSubsystem. Nanite, Geometry Script and the skeletal LOD regeneration tools simply do not exist on 4.27. - Geometry Script must be enabled. The
mesh.gs_*tools carryRequiresPlugin="GeometryScripting": if the plugin is off they are not listed and calls are refused with the plugin name.mesh.gs_infoalways answers and tells you whether it is enabled. mesh.mergeneeds an editor world. It merges through temporary actors, so it is refused withE_EDITOR_STATEwhen no map is open.lodSelection: -1merges all LODs; a value of 0-7 merges that specific LOD and is required if you also wantmergeMaterials. The engine's merge utility picks its own asset name (/Game/F/SM_Mergedwould become/Game/F/SM_SM_Merged), so the tool moves the result to the exactfolder/nameyou asked for and always returns the final object path inmesh; anything it could not do lands innotes.- Material slots.
mesh.remove_material_slotrefuses while a render section still points at the slot; move the section withmesh.set_sectionfirst.
Ferramentas
Legenda. risco 0 = somente leitura, 1 = operação inofensiva do editor, 2 = altera asset, 3 = apaga/substitui asset, 4 = projeto/config/build, 5 = potencialmente destrutivo (chamadas acima de
MaxAutoRiskexigem"_confirm": true). altera = roda numa transação (edit.undo reverte). requer PIE / requer mundo = recusado sem sessão PIE / sem nível aberto. requer plugin = indisponível quando o plugin está desativado. dryRun = aceita o argumentodryRun. smoke = coberto poredit.self_test.
mesh.add_box_collision (risco 2, altera, smoke)
Adds a box collision primitive. An empty extent uses the mesh bounds.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
extent | {x,y,z} | Full size on X/Y/Z. (0,0,0) uses the mesh bounds. |
center | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.add_capsule_collision (risco 2, altera, smoke)
Adds a capsule (sphyl) collision primitive. Radius/length of 0 are derived from the bounds.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
radius | number | Radius in centimetres; <= 0 derives it from the bounds. Padrão 0.0. |
length | number | Length of the cylindrical part; <= 0 derives it from the bounds. Padrão 0.0. |
center | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.add_kdop_collision (risco 2, altera, smoke)
Adds a kDOP hull (kdop10x, kdop10y, kdop10z, kdop18, kdop26) fitted to the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
kind | string | obrigatório. kdop10x / kdop10y / kdop10z / kdop18 / kdop26. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.add_material_slot (risco 2, altera, smoke)
Appends a material slot to the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
material | string | Material assigned to the new slot (optional). |
slotName | string | Name of the new slot (defaults to the material name). |
Retorna: mesh, materials, count, message.
mesh.add_simple_collision (risco 2, altera, smoke)
Adds a simple collision shape by name (box, sphere, capsule or any kDOP) fitted to the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
shape | string | obrigatório. box / sphere / capsule / kdop10x / kdop10y / kdop10z / kdop18 / kdop26. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.add_socket (risco 2, altera, smoke)
Adds a socket with a relative location, rotation, scale and tag.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. Socket name. |
location | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means "leave alone" on set and (1,1,1) on add. |
tag | string | Free-form tag stored on the socket. |
previewMesh | string | Static mesh shown at the socket in the editor preview. |
newName | string | New socket name (mesh.set_socket only). |
Retorna: mesh, sockets, count, message.
mesh.add_sphere_collision (risco 2, altera, smoke)
Adds a sphere collision primitive. A radius of 0 uses the bounding sphere.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
radius | number | Radius in centimetres; <= 0 uses the bounding sphere. Padrão 0.0. |
center | {x,y,z} |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.add_uv_channel (risco 2, altera, smoke)
Appends an empty UV channel to a LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel index. Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.audit (risco 0, smoke)
Audits every static mesh of a folder: triangles, LODs, collision, lightmap, Nanite, materials, plus the meshes that break the given budgets.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. |
recursive | boolean | Padrão true. |
limit | integer | Padrão 200. |
maxTriangles | integer | Flag meshes with more LOD0 triangles than this (<= 0 disables the check). Padrão 100000. |
minLods | integer | Flag meshes with fewer LODs than this (<= 0 disables the check). Padrão 2. |
onlyOffenders | boolean | Only return the flagged meshes. Padrão false. |
Retorna: meshes, count, offenders, totalTriangles, withoutCollision, singleLod, naniteEnabled, message.
mesh.auto_convex_collision (risco 3, altera, smoke)
Replaces the simple collision with a convex decomposition of the mesh (hull count, vertices per hull, voxel precision).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
hullCount | integer | Maximum number of convex hulls to generate. Padrão 4. |
maxHullVerts | integer | Maximum vertices per hull (6-32). Padrão 16. |
precision | integer | Voxel resolution of the decomposition (higher = slower and more accurate). Padrão 100000. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.batch_auto_collision (risco 3, altera, dryRun, smoke)
Generates simple collision for every mesh of a folder (box, sphere, capsule or convex), optionally only where it is missing. Supports dryRun.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to process. |
kind | string | box / sphere / capsule / convex. |
onlyMissing | boolean | Only touch meshes that have no simple collision yet. Padrão true. |
hullCount | integer | Convex hull count when kind is convex. Padrão 4. |
limit | integer | Maximum number of meshes processed. Padrão 50. |
dryRun | boolean | Report what would happen without changing anything. Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_generate_lods (risco 3, altera, dryRun, smoke)
Generates a LOD chain for every static mesh of a folder, optionally only for the meshes that have a single LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
count | integer | Total number of LODs, including LOD0. Padrão 3. |
percents | array of number | Triangle fraction per generated LOD. |
onlyIfSingleLod | boolean | Only touch meshes that currently have a single LOD. Padrão true. |
dryRun | boolean | Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_rebuild (risco 3, altera, dryRun, smoke)
Rebuilds the render data of every static mesh of a folder (slow: use dryRun first to see the count).
| Argumento | Tipo | Descrição |
|---|---|---|
dryRun | boolean | Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_set_build_settings (risco 2, altera, dryRun, smoke)
Applies build settings (normals, tangents, lightmap UV generation, degenerates, precision) to every LOD of every mesh of a folder.
| Argumento | Tipo | Descrição |
|---|---|---|
recomputeNormals | string | "true"/"false" to change, empty to leave alone. |
recomputeTangents | string | |
generateLightmapUVs | string | |
removeDegenerates | string | |
fullPrecisionUVs | string | |
minLightmapResolution | integer | Minimum lightmap resolution used by the lightmap UV generator (-1 = leave). Padrão -1. |
dstLightmapIndex | integer | Destination UV channel of the generated lightmap UVs (-1 = leave). Padrão -1. |
dryRun | boolean | Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_set_lightmap (risco 2, altera, dryRun, smoke)
Sets the lightmap resolution of every static mesh of a folder, optionally only where it is below a threshold.
| Argumento | Tipo | Descrição |
|---|---|---|
resolution | integer | Lightmap resolution applied to the meshes. Padrão 64. |
onlyBelow | integer | Only touch meshes whose current resolution is below this value (<= 0 = touch all). Padrão 0. |
dryRun | boolean | Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_set_lod_group (risco 2, altera, dryRun, smoke)
Assigns a LOD group to every static mesh of a folder.
| Argumento | Tipo | Descrição |
|---|---|---|
group | string | obrigatório. LOD group applied to every mesh of the folder. |
dryRun | boolean | Report what would happen without changing anything. Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.batch_set_nanite (risco 2, altera, UE 5.0+, dryRun, smoke)
Turns Nanite on or off for every static mesh of a folder above a triangle threshold.
| Argumento | Tipo | Descrição |
|---|---|---|
enabled | boolean | Turn Nanite on or off. Padrão true. |
minTriangles | integer | Only touch meshes with at least this many LOD0 triangles. Padrão 0. |
dryRun | boolean | Padrão true. |
Retorna: meshes, count, changed, dryRun, message.
mesh.collision_stats (risco 0, smoke)
Collision audit of a folder: meshes without simple collision, meshes using complex-as-simple and hull counts.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to process. |
kind | string | box / sphere / capsule / convex. |
onlyMissing | boolean | Only touch meshes that have no simple collision yet. Padrão true. |
hullCount | integer | Convex hull count when kind is convex. Padrão 4. |
limit | integer | Maximum number of meshes processed. Padrão 50. |
dryRun | boolean | Report what would happen without changing anything. Padrão true. |
Retorna: meshes, withoutSimpleCollision, usingComplexAsSimple, totalPrimitives, totalConvexHulls, offenders, message.
mesh.copy_collision (risco 2, altera, smoke)
Copies the simple collision of one mesh onto another.
| Argumento | Tipo | Descrição |
|---|---|---|
from | string | obrigatório. Mesh the collision is read from. |
to | string | obrigatório. Mesh the collision is written to. |
replace | boolean | Replace the destination's collision instead of appending to it. Padrão true. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.copy_uv_channel (risco 2, altera, smoke)
Copies the UV coordinates of one channel into another (the destination is created when missing).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
from | integer | obrigatório. Channel to read from. |
to | integer | obrigatório. Channel to write to (created when missing). |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.delete (risco 3, altera, destrutivo, smoke)
Deletes a static mesh asset. Refused while other assets still reference it.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, name, folder, message, notes.
mesh.duplicate (risco 2, altera, smoke)
Duplicates a static mesh into folder/name. Use this to create the working copy before editing engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Source static mesh asset path or unique name. |
folder | string | Destination folder (defaults to the source folder). |
name | string | obrigatório. Name of the new asset. |
Retorna: mesh, name, folder, message, notes.
mesh.export (risco 1)
Exports a static mesh to an FBX or OBJ file. Not smoke-tested: it writes outside the content folder.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
file | string | obrigatório. Absolute path of the file to write. |
format | string | fbx (default) or obj. |
Retorna: mesh, name, folder, message, notes.
mesh.find_duplicate_geometry (risco 0, smoke)
Groups static meshes of a folder that share the same triangle count, vertex count and bounds (likely duplicates).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to scan. |
recursive | boolean | Include subfolders. Padrão true. |
limit | integer | Maximum number of meshes inspected. Padrão 200. |
Retorna: groups, count, scanned, message.
mesh.find_high_poly (risco 0, smoke)
Static meshes of a folder whose LOD0 exceeds a triangle threshold, sorted by triangle count.
| Argumento | Tipo | Descrição |
|---|---|---|
threshold | integer | LOD0 triangle count above which a mesh is reported. Padrão 50000. |
Retorna: meshes, count, offenders, totalTriangles, withoutCollision, singleLod, naniteEnabled, message.
mesh.find_without_collision (risco 0, smoke)
Static meshes of a folder without simple collision.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to scan. |
recursive | boolean | Include subfolders. Padrão true. |
limit | integer | Maximum number of meshes inspected. Padrão 200. |
Retorna: meshes, count, offenders, totalTriangles, withoutCollision, singleLod, naniteEnabled, message.
mesh.find_without_lods (risco 0, smoke)
Static meshes of a folder that have a single LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to scan. |
recursive | boolean | Include subfolders. Padrão true. |
limit | integer | Maximum number of meshes inspected. Padrão 200. |
Retorna: meshes, count, offenders, totalTriangles, withoutCollision, singleLod, naniteEnabled, message.
mesh.fit_collision_to_bounds (risco 2, altera, smoke)
Fits a single box, sphere or capsule to the mesh bounds, replacing the existing simple collision by default.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
kind | string | box / sphere / capsule. |
replace | boolean | Replace the existing simple collision instead of adding to it. Padrão true. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.flip_uv_v (risco 2, altera, smoke)
Flips one UV channel vertically (v = 1 - v), the usual fix for meshes authored in a V-up tool.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel index. Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.generate_box_uv (risco 2, altera, smoke)
Generates box-projected UVs into a channel (an empty size uses the mesh bounds).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | obrigatório. UV channel the projection is written to. |
position | {x,y,z} | Centre of the projection gizmo in local space. |
orientation | {x,y,z} | Orientation of the projection gizmo as pitch/yaw/roll. |
tiling | {x,y,z} | Tiling on U and V (planar and cylindrical); defaults to 1,1. |
size | {x,y,z} | Size of the projection box (box projection only); defaults to the mesh bounds. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.generate_cylindrical_uv (risco 2, altera, smoke)
Generates cylindrical-projected UVs into a channel.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | obrigatório. UV channel the projection is written to. |
position | {x,y,z} | Centre of the projection gizmo in local space. |
orientation | {x,y,z} | Orientation of the projection gizmo as pitch/yaw/roll. |
tiling | {x,y,z} | Tiling on U and V (planar and cylindrical); defaults to 1,1. |
size | {x,y,z} | Size of the projection box (box projection only); defaults to the mesh bounds. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.generate_lightmap_uv (risco 2, altera, smoke)
Turns on the engine's lightmap UV generator for a LOD and rebuilds it (source channel, destination channel and minimum resolution).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
minResolution | integer | Minimum lightmap texture resolution used for the packing. Padrão 64. |
srcChannel | integer | UV channel the generator reads from. Padrão 0. |
dstChannel | integer | UV channel the generated lightmap UVs are written to. Padrão 1. |
setLightmapIndex | boolean | Also point the mesh's lightmap coordinate index at dstChannel. Padrão true. |
rebuild | boolean | Padrão true. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.generate_lods (risco 2, altera, smoke)
Builds a whole LOD chain from LOD0 by automatic reduction (default 0.5, 0.25, 0.125...). One call replaces the existing LODs.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
count | integer | obrigatório. Total number of LODs to produce, including LOD0 (2-8). |
percents | array of number | Triangle fraction per generated LOD (default 0.5, 0.25, 0.125...). |
screenSizes | array of number | Screen size per LOD; empty means auto-compute. |
rebuild | boolean | Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.generate_planar_uv (risco 2, altera, smoke)
Generates planar-projected UVs into a channel (position, orientation and tiling of the projection gizmo).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | obrigatório. UV channel the projection is written to. |
position | {x,y,z} | Centre of the projection gizmo in local space. |
orientation | {x,y,z} | Orientation of the projection gizmo as pitch/yaw/roll. |
tiling | {x,y,z} | Tiling on U and V (planar and cylindrical); defaults to 1,1. |
size | {x,y,z} | Size of the projection box (box projection only); defaults to the mesh bounds. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.get_bounds (risco 0, smoke)
Local-space bounds of the mesh: origin, box extent, sphere radius, min/max and the bounds extensions.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, origin, boxExtent, sphereRadius, min, max, positiveBoundsExtension, negativeBoundsExtension, message.
mesh.get_build_settings (risco 0, smoke)
Build settings of one LOD as key/value text.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
lod | integer | LOD index (0 = highest detail). Padrão 0. |
Retorna: mesh, values, message.
mesh.get_collision (risco 0, smoke)
Full collision setup of a mesh: every primitive with its geometry, the complexity flag, the physical material, mirroring and the complex collision mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.get_collision_json (risco 0, smoke)
Serialises the aggregate collision geometry of a mesh as engine property text, for a later mesh.set_collision_json.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, collision, primitives, message.
mesh.get_info (risco 0, smoke)
Everything about a static mesh in one call: LODs with triangle/vertex/section counts, materials, sockets, bounds, lightmap, collision summary, Nanite, distance field, LOD group, min LOD and source files.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, name, folder, lodCount, lods, materials, sockets, boundsOrigin, boundsExtent, boundsSphereRadius, lightmapResolution, lightmapCoordinateIndex, collision, naniteEnabled, generateDistanceField, distanceFieldResolutionScale, lodGroup, minLod, supportRayTracing, allowCpuAccess, hasVertexColors, sourceFiles, totalTriangles, totalVertices.
mesh.get_lod (risco 0, smoke)
Build settings, reduction settings, screen size and statistics of one LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
lod | integer | LOD index (0 = highest detail). Padrão 0. |
Retorna: mesh, stats, buildSettings, reductionSettings, autoComputeScreenSize.
mesh.get_nanite (risco 0, UE 5.0+, smoke)
Current Nanite settings of a mesh as key/value text.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, values, message.
mesh.get_source_info (risco 0, smoke)
Files the mesh was imported from plus the import settings that will be reused on the next reimport.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, sourceFiles, canReimport, importDataClass, settings, message.
mesh.get_stats (risco 0, smoke)
Per-LOD triangle/vertex/section counts, total counts, UV channels, vertex colours, lightmap resolution, collision primitive count and a rough memory estimate.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, lods, totalTriangles, totalVertices, uvChannels, hasVertexColors, lightmapResolution, collisionPrimitives, materialSlots, estimatedMemoryKb.
mesh.get_uv_bounds (risco 0, smoke)
Min/max UV coordinates of one channel and whether it leaves the 0-1 range.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel index. Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.gs_auto_uv (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Automatic UV unwrap with Geometry Script (XAtlas or PatchBuilder) written back into a LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel the generated layout is written to. Padrão 0. |
method | string | xatlas (default) or patchbuilder. |
initialPatchCount | integer | Initial patch count for the patchbuilder method. Padrão 100. |
iterations | integer | XAtlas iteration count. Padrão 2. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.gs_boolean (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Boolean union, subtraction or intersection of two static meshes, written in place or into a new asset.
| Argumento | Tipo | Descrição |
|---|---|---|
other | string | obrigatório. Second operand. |
op | string | union / subtract / intersect. |
otherLocation | {x,y,z} | Translation applied to the second operand before the operation. |
otherRotation | {x,y,z} | Rotation of the second operand as pitch/yaw/roll. |
otherScale | {x,y,z} | Scale of the second operand; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_combine (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Appends several static meshes into a single new asset.
| Argumento | Tipo | Descrição |
|---|---|---|
meshes | array of string | obrigatório. Static meshes to append, in order. |
folder | string | obrigatório. Destination folder. |
name | string | obrigatório. Destination asset name. |
collision | boolean | Also generate simple collision for the result. Padrão false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_box (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a box (dimensions, subdivision steps, optional collision).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_capsule (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a capsule (radius, height of the cylindrical part).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_cone (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a cone (base radius, top radius, height).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_cylinder (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a cylinder (radius, height, radial steps, capped).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_plane (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a flat rectangle in XY (dimensions, subdivisions).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_ramp (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a wedge-shaped ramp (width, and dimensions as run/rise).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_sphere (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a UV sphere (radius, steps).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_stairs (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a straight staircase from stacked boxes (stepCount, width, and dimensions as step run/rise).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_create_torus (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Creates a static mesh asset containing a torus (major radius, minor radius, steps).
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new static mesh asset. |
dimensions | {x,y,z} | Box and plane size on X/Y/Z in centimetres; zero falls back to 100. |
radius | number | Radius of a sphere, cylinder, capsule or cone base; <= 0 falls back to 50. Padrão 0.0. |
height | number | Height of a cylinder, cone or the cylindrical part of a capsule; <= 0 falls back to 100. Padrão 0.0. |
majorRadius | number | Major radius of a torus. Padrão 0.0. |
minorRadius | number | Minor (tube) radius of a torus. Padrão 0.0. |
topRadius | number | Top radius of a cone (0 = a sharp tip). Padrão 0.0. |
steps | integer | Generic subdivision count (sphere latitude, torus major steps, plane subdivisions). Padrão 0. |
radialSteps | integer | Radial subdivisions of a cylinder, capsule or cone. Padrão 0. |
heightSteps | integer | Vertical subdivisions of a cylinder or cone. Padrão 0. |
capped | boolean | Close the ends of a cylinder or cone. Padrão true. |
stepCount | integer | Number of steps of a staircase. Padrão 8. |
width | number | Width of a staircase or ramp. Padrão 100.0. |
collision | boolean | Also generate simple collision fitted to the result. Padrão true. |
material | string | Material assigned to slot 0 of the new asset. |
location | {x,y,z} | Location of the primitive inside the asset. |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_fill_holes (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Fills every open boundary loop of a mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh to read. |
lod | integer | LOD read and written (default 0). Padrão 0. |
inPlace | boolean | Write the result back into the source mesh instead of creating a new asset. Padrão true. |
folder | string | Destination folder when inPlace is false. |
name | string | Destination asset name when inPlace is false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_flip_normals (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Flips every triangle and normal of a mesh (fixes inside-out geometry).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh to read. |
lod | integer | LOD read and written (default 0). Padrão 0. |
inPlace | boolean | Write the result back into the source mesh instead of creating a new asset. Padrão true. |
folder | string | Destination folder when inPlace is false. |
name | string | Destination asset name when inPlace is false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_generate_collision_from_mesh (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Generates simple collision for a static mesh from its own geometry (boxes, spheres, capsules, convex hulls or minimum-volume shapes).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
method | string | box / sphere / capsule / convex / min_volume / swept_hull / level_set. |
maxHulls | integer | Maximum number of convex hulls. Padrão 4. |
hullTargetFaceCount | integer | Target face count per simplified hull. Padrão 25. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_info (risco 0, UE 5.0+, smoke)
Whether Geometry Script is available here, plus the operation and primitive names accepted by mesh.gs_pipeline.
Sem argumentos.
Retorna: available, ops, primitives, engine, message.
mesh.gs_measure (risco 0, UE 5.1+, requer plugin GeometryScripting, smoke)
Triangle/vertex counts, surface area, volume and bounds of a mesh as seen by Geometry Script.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh to read. |
lod | integer | LOD read and written (default 0). Padrão 0. |
inPlace | boolean | Write the result back into the source mesh instead of creating a new asset. Padrão true. |
folder | string | Destination folder when inPlace is false. |
name | string | Destination asset name when inPlace is false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_mirror (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Mirrors the geometry across the X, Y or Z plane through the origin.
| Argumento | Tipo | Descrição |
|---|---|---|
axis | string | x, y or z: the axis the geometry is mirrored across. |
weld | boolean | Weld the geometry along the mirror plane. Padrão true. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_pipeline (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Builds a whole prop in one call: a primitive or an existing mesh, an ordered list of operations, and one output asset.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | Existing static mesh used as the source; leave empty to start from a primitive. |
primitive | string | Primitive to start from when 'mesh' is empty: box / sphere / cylinder / capsule / cone / torus / plane. |
dimensions | {x,y,z} | Size of the starting primitive (box/plane dimensions). |
radius | number | Radius of the starting primitive. Padrão 0.0. |
height | number | Height of the starting primitive. Padrão 0.0. |
ops | array of UeaGsOp | Ordered list of operations applied to the working mesh. |
folder | string | Destination folder (required unless inPlace is true). |
name | string | Destination asset name (required unless inPlace is true). |
inPlace | boolean | Write the result back into 'mesh' instead of creating a new asset. Padrão false. |
collision | boolean | Also generate simple collision for the result. Padrão false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_recenter_pivot (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Moves the geometry so the pivot ends up at the bounds centre, the bottom centre, the top centre or the origin.
| Argumento | Tipo | Descrição |
|---|---|---|
mode | string | bounds_center / bottom_center / origin / top_center. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_recompute_normals (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Recomputes the normals, optionally splitting them along edges sharper than an angle.
| Argumento | Tipo | Descrição |
|---|---|---|
angleThreshold | number | Split the normals along edges sharper than this angle (degrees). Padrão 60.0. |
splitNormals | boolean | Compute split (hard-edge) normals instead of smooth per-vertex normals. Padrão true. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_remove_small_components (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Removes small disconnected islands below a triangle count, area or volume.
| Argumento | Tipo | Descrição |
|---|---|---|
minTriangles | integer | Remove connected islands with fewer triangles than this. Padrão 4. |
minArea | number | Remove connected islands with a smaller surface area than this. Padrão 1.0. |
minVolume | number | Remove connected islands with a smaller volume than this. Padrão 1.0. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_set_material_ids (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Assigns one material ID to every triangle of a mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
materialId | integer | Material ID (material slot index) assigned to every triangle. Padrão 0. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_simplify (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Simplifies a mesh to a triangle count, a vertex count or a fraction of its triangles.
| Argumento | Tipo | Descrição |
|---|---|---|
targetTriangles | integer | Target triangle count; used when > 0. Padrão 0. |
targetVertices | integer | Target vertex count; used when > 0 and targetTriangles is 0. Padrão 0. |
percent | number | Fraction of the current triangles to keep (0-1); used when the counts above are 0. Padrão 0.5. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_transform (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Translates, rotates and scales the geometry of a mesh (optionally recentring it first).
| Argumento | Tipo | Descrição |
|---|---|---|
translate | {x,y,z} | |
rotate | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
recenter | boolean | Move the geometry so its bounds are centred on the origin before the transform. Padrão false. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_uv_planar_projection (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Planar UV projection computed with Geometry Script (works on the dynamic mesh, unlike mesh.generate_planar_uv).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | obrigatório. UV channel the projection is written to. |
position | {x,y,z} | Centre of the projection gizmo in local space. |
orientation | {x,y,z} | Orientation of the projection gizmo as pitch/yaw/roll. |
tiling | {x,y,z} | Tiling on U and V (planar and cylindrical); defaults to 1,1. |
size | {x,y,z} | Size of the projection box (box projection only); defaults to the mesh bounds. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.gs_voxel_morphology (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Voxel morphology: dilate, contract, close or open the mesh by a distance.
| Argumento | Tipo | Descrição |
|---|---|---|
gridResolution | integer | Voxel grid resolution along the longest axis. Padrão 64. |
windingThreshold | number | Winding threshold used to decide what is inside (solidify only). Padrão 0.5. |
operation | string | dilate / contract / close / open (morphology only). |
distance | number | Offset distance in centimetres (morphology only). Padrão 1.0. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_voxel_solidify (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Voxelises a mesh and rebuilds a watertight surface from it (the usual fix for messy CAD geometry).
| Argumento | Tipo | Descrição |
|---|---|---|
gridResolution | integer | Voxel grid resolution along the longest axis. Padrão 64. |
windingThreshold | number | Winding threshold used to decide what is inside (solidify only). Padrão 0.5. |
operation | string | dilate / contract / close / open (morphology only). |
distance | number | Offset distance in centimetres (morphology only). Padrão 1.0. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.gs_weld (risco 2, altera, UE 5.1+, requer plugin GeometryScripting, smoke)
Welds coincident mesh edges within a tolerance (closes cracks left by an import).
| Argumento | Tipo | Descrição |
|---|---|---|
tolerance | number | Distance tolerance in centimetres. Padrão 0.01. |
Retorna: mesh, name, triangles, vertices, surfaceArea, volume, boundsMin, boundsMax, message, notes.
mesh.has_vertex_colors (risco 0, smoke)
Whether a LOD of the mesh stores per-vertex colours.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
lod | integer | LOD index (0 = highest detail). Padrão 0. |
Retorna: mesh, values, message.
mesh.insert_uv_channel (risco 2, altera, smoke)
Inserts an empty UV channel at a given index, shifting the later channels up.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel index. Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.list (risco 0, smoke)
Lists static meshes under a folder with optional triangle-count, LOD-count and collision filters. Empty folder lists /Game.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | Content folder to search ("/Game" when empty). |
nameContains | string | Keep only meshes whose name contains this text. |
minTriangles | integer | Keep only meshes with at least this many LOD0 triangles (-1 = no filter). Padrão -1. |
maxTriangles | integer | Keep only meshes with at most this many LOD0 triangles (-1 = no filter). Padrão -1. |
withoutCollision | boolean | Keep only meshes without simple collision. Padrão false. |
lodCount | integer | Keep only meshes with exactly this many LODs (-1 = no filter). Padrão -1. |
limit | integer | Maximum number of meshes returned. Padrão 100. |
Retorna: meshes, count, scanned, message.
mesh.list_collision_primitives (risco 0, smoke)
Simple collision primitives of a mesh (same data as mesh.get_collision without the summary fields).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.list_lod_groups (risco 0, smoke)
LOD group names configured for this project (Engine LOD group settings).
Sem argumentos.
Retorna: names, count.
mesh.list_materials (risco 0, smoke)
Material slots of the mesh: index, slot name, imported name, material path and UV density.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, materials, count, message.
mesh.list_sections (risco 0, smoke)
Render sections of a LOD: material index, triangle count, collision, shadow casting and ray tracing flags.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
lod | integer | LOD index (0 = highest detail). Padrão 0. |
Retorna: mesh, sections, count, message.
mesh.list_sockets (risco 0, smoke)
Sockets of the mesh with their relative transforms and tags.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, sockets, count, message.
mesh.list_uv_channels (risco 0, smoke)
UV channels of a LOD with their bounds, whether they leave the 0-1 range and which one is the lightmap channel.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
lod | integer | LOD index (0 = highest detail). Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.merge (risco 3, altera, requer mundo, smoke)
Merges several static meshes into a single new asset (mesh merge utilities, optional material baking). Needs an editor world because the sources are merged through temporary components.
| Argumento | Tipo | Descrição |
|---|---|---|
meshes | array of string | obrigatório. Static meshes to merge, in order. |
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the merged asset. |
mergeMaterials | boolean | Bake the source materials into a single merged material. Padrão false. |
pivotAtOrigin | boolean | Place the pivot at the world origin instead of the first mesh's pivot. Padrão true. |
lodSelection | integer | LOD of each source mesh to merge (-1 = use all LODs). Padrão 0. |
Retorna: mesh, name, folder, message, notes.
mesh.rebuild (risco 2, altera, smoke)
Rebuilds the render data of the mesh and reports any build errors.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
silent | boolean | Suppress the engine's build progress dialog. Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.remove_all_sockets (risco 3, altera, destrutivo, smoke)
Removes every socket of the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, sockets, count, message.
mesh.remove_collision (risco 3, altera, destrutivo, smoke)
Removes every simple collision primitive of the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.remove_collision_primitive (risco 3, altera, smoke)
Removes one collision primitive by type and index.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
type | string | obrigatório. box / sphere / capsule / convex. |
index | integer | obrigatório. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.remove_lods (risco 3, altera, smoke)
Removes every LOD except LOD0.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, message, lods, notes.
mesh.remove_material_slot (risco 3, altera, smoke)
Removes a material slot. Refused while a section still uses it.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
slot | string | obrigatório. Slot index or slot name. Refused when a section still uses the slot. |
Retorna: mesh, materials, count, message.
mesh.remove_socket (risco 3, altera, smoke)
Removes one socket by name.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. |
Retorna: mesh, sockets, count, message.
mesh.remove_uv_channel (risco 3, altera, smoke)
Removes one UV channel from a LOD.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | UV channel index. Padrão 0. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.rename (risco 3, altera, smoke)
Renames or moves a static mesh asset.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Source static mesh asset path or unique name. |
folder | string | Destination folder (defaults to the source folder). |
name | string | obrigatório. Name of the new asset. |
Retorna: mesh, name, folder, message, notes.
mesh.rename_material_slot (risco 2, altera, smoke)
Renames a material slot (the name components use to override the material).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
slot | string | obrigatório. Slot index or current slot name. |
newName | string | obrigatório. |
Retorna: mesh, materials, count, message.
mesh.report (risco 0, smoke)
Markdown-style summary of a folder's static meshes: totals, budgets and the worst offenders, for a human to read.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. |
recursive | boolean | Padrão true. |
limit | integer | Padrão 200. |
maxTriangles | integer | Flag meshes with more LOD0 triangles than this (<= 0 disables the check). Padrão 100000. |
minLods | integer | Flag meshes with fewer LODs than this (<= 0 disables the check). Padrão 2. |
onlyOffenders | boolean | Only return the flagged meshes. Padrão false. |
Retorna: report, meshes, totalTriangles, message.
mesh.save (risco 2, altera)
Saves the mesh package to disk. Not smoke-tested: the self-test must not write assets to disk.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, message, lods, notes.
mesh.set_build_settings (risco 2, altera, smoke)
Build settings of one LOD (or of every LOD with lod=-1): normals, tangents, lightmap UV generation, degenerates, precision, build scale and distance field.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | LOD to change, or -1 for every LOD. Padrão 0. |
recomputeNormals | string | "true"/"false" to change, empty to leave alone. |
recomputeTangents | string | |
useMikkTSpace | string | |
generateLightmapUVs | string | |
minLightmapResolution | integer | Minimum lightmap resolution used when generating lightmap UVs (-1 = leave). Padrão -1. |
srcLightmapIndex | integer | Source UV channel for the generated lightmap UVs (-1 = leave). Padrão -1. |
dstLightmapIndex | integer | Destination UV channel for the generated lightmap UVs (-1 = leave). Padrão -1. |
removeDegenerates | string | |
buildReversedIndexBuffer | string | |
highPrecisionTangentBasis | string | |
fullPrecisionUVs | string | |
buildScale | number | Uniform build scale applied to the source geometry (<=0 = leave). Padrão -1.0. |
distanceFieldResolutionScale | number | Distance field resolution scale (<0 = leave). Padrão -1.0. |
distanceFieldTwoSided | string | |
rebuild | boolean | Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.set_collision_complexity (risco 2, altera, smoke)
Collision complexity of the mesh (default, simple_and_complex, use_simple_as_complex, use_complex_as_simple).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
complexity | string | obrigatório. default / simple_and_complex / use_simple_as_complex / use_complex_as_simple. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.set_collision_json (risco 3, altera)
Replaces the aggregate collision geometry from the text produced by mesh.get_collision_json. Not smoke-tested: it needs the exact text of a previous mesh.get_collision_json call.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
collision | string | obrigatório. Aggregate geometry text as returned by mesh.get_collision_json. |
Retorna: mesh, collision, primitives, message.
mesh.set_collision_mirrored (risco 2, altera, smoke)
Whether mirrored collision data is generated for negatively scaled instances.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
mirrored | boolean | Generate mirrored collision data for negatively scaled instances. Padrão true. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.set_collision_primitive (risco 2, altera, smoke)
Changes the geometry of one box, sphere or capsule collision primitive.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
type | string | obrigatório. box / sphere / capsule. Convex hulls cannot be edited numerically. |
index | integer | obrigatório. |
center | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
extent | {x,y,z} | Full size on X/Y/Z of a box; (0,0,0) leaves it. |
radius | number | Radius of a sphere or capsule; <= 0 leaves it. Padrão 0.0. |
length | number | Length of a capsule; <= 0 leaves it. Padrão 0.0. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.set_complex_collision_mesh (risco 2, altera, smoke)
Uses another static mesh as the complex (per-triangle) collision geometry.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
complexCollisionMesh | string | Static mesh whose geometry is used as the complex collision; empty clears it. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.set_cpu_access (risco 2, altera, smoke)
CPU access to the vertex data and the uniform-sampling data used by Niagara and physics queries.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
allowCpuAccess | boolean | Keep the vertex data accessible to the CPU at runtime. Padrão true. |
uniformSampling | boolean | Build the data needed to sample the mesh surface uniformly. Padrão false. |
gpuUniformSampling | boolean | Build the GPU-side uniform sampling data (requires uniformSampling). Padrão false. |
Retorna: mesh, message, lods, notes.
mesh.set_distance_field (risco 2, altera, smoke)
Mesh distance field generation, resolution scale and self-shadow bias.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
generate | boolean | Generate a mesh distance field. Padrão true. |
resolutionScale | number | Distance field resolution scale (<0 = leave). Padrão -1.0. |
selfShadowBias | number | Self-shadow bias (<0 = leave). Padrão -1.0. |
rebuild | boolean | Padrão false. |
Retorna: mesh, message, lods, notes.
mesh.set_extended_bounds (risco 2, altera, smoke)
Extra padding added to the rendered bounds of the mesh.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
positiveBoundsExtension | {x,y,z} | Extra size added on the +X/+Y/+Z side of the bounds. |
negativeBoundsExtension | {x,y,z} | Extra size added on the -X/-Y/-Z side of the bounds. |
Retorna: mesh, origin, boxExtent, sphereRadius, min, max, positiveBoundsExtension, negativeBoundsExtension, message.
mesh.set_import_settings (risco 2, altera, smoke)
FBX import settings stored on the mesh, used by the next reimport.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
combineMeshes | string | "true"/"false" to change, empty to leave alone. |
generateLightmapUVs | string | |
autoGenerateCollision | string | |
oneConvexHullPerUcx | string | |
normalImportMethod | string | ComputeNormals / ImportNormals / ImportNormalsAndTangents. |
normalGenerationMethod | string | BuiltIn / MikkTSpace. |
vertexColorImportOption | string | Ignore / Override / Replace. |
removeDegenerates | string | |
buildReversedIndexBuffer | string |
Retorna: mesh, sourceFiles, canReimport, importDataClass, settings, message.
mesh.set_lightmap (risco 2, altera, smoke)
Lightmap texture resolution and the UV channel that carries the lightmap UVs.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
resolution | integer | Lightmap texture resolution in pixels (-1 = leave). Padrão -1. |
coordinateIndex | integer | UV channel that carries the lightmap UVs (-1 = leave). Padrão -1. |
Retorna: mesh, message, lods, notes.
mesh.set_lightmap_uv_channel (risco 2, altera, smoke)
UV channel that the lighting build reads the lightmap UVs from.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
channel | integer | obrigatório. UV channel that carries the lightmap UVs. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.set_lod_count (risco 2, altera, smoke)
Sets how many LODs the mesh has. New LODs copy LOD0's build settings; extra LODs are dropped.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
count | integer | obrigatório. Number of LODs to keep (1-8). Extra LODs copy LOD0's settings. |
rebuild | boolean | Rebuild the render data afterwards (slow but returns accurate statistics). Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.set_lod_group (risco 2, altera, smoke)
Assigns a project LOD group (drives LOD count, screen sizes and reduction). "None" clears it.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
group | string | obrigatório. LOD group name from the project settings (see mesh.list_lod_groups); "None" clears it. |
Retorna: mesh, message, lods, notes.
mesh.set_lod_screen_size (risco 2, altera, smoke)
Screen size (0-1) at which one LOD becomes active.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
screenSize | number | obrigatório. Screen size (0-1) at which this LOD becomes active. |
autoCompute | boolean | Let the engine compute the LOD screen sizes automatically instead. Padrão false. |
Retorna: mesh, message, lods, notes.
mesh.set_lod_screen_sizes (risco 2, altera, smoke)
Screen sizes of every LOD at once, starting at LOD0.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
screenSizes | array of number | obrigatório. One screen size per LOD, starting at LOD0. |
autoCompute | boolean | Let the engine compute the LOD screen sizes automatically instead. Padrão false. |
Retorna: mesh, message, lods, notes.
mesh.set_material (risco 2, altera, smoke)
Assigns a material to one slot (slot index or slot name).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
slot | string | obrigatório. Slot index ("2") or slot name. |
material | string | Material or material instance asset path; empty clears the slot. |
Retorna: mesh, materials, count, message.
mesh.set_materials (risco 2, altera, smoke)
Assigns materials to every slot at once, in slot order.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
materials | array of string | obrigatório. One material asset path per slot, in slot order. |
Retorna: mesh, materials, count, message.
mesh.set_min_lod (risco 2, altera, smoke)
Lowest LOD the renderer may use, optionally per platform.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
minLod | integer | obrigatório. Lowest LOD index the renderer may use. |
platform | string | Platform name for a per-platform override ("Mobile", "Switch"...); empty = default. |
Retorna: mesh, message, lods, notes.
mesh.set_nanite (risco 2, altera, UE 5.0+, smoke)
Turns Nanite on or off and sets its precision/fallback settings (UE 5.0+; every listed field exists on all 5.x releases).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
enabled | boolean | obrigatório. Turn Nanite on or off for this mesh. |
positionPrecision | integer | Position precision exponent; -1000 (the default) leaves the current value. Padrão -1000. |
fallbackPercentTriangles | number | Fallback mesh triangle fraction (0-1, <0 = leave). Padrão -1.0. |
fallbackRelativeError | number | Fallback mesh relative error (<0 = leave). Padrão -1.0. |
keepPercentTriangles | number | Triangle fraction kept by the Nanite build (0-1, <0 = leave). Padrão -1.0. |
rebuild | boolean | Padrão true. |
Retorna: mesh, values, message.
mesh.set_phys_material (risco 2, altera, smoke)
Physical material of the mesh's body setup.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
physMaterial | string | Physical material asset path; empty clears it. |
Retorna: mesh, summary, primitives, generateMirrored, complexCollisionMesh, message, notes.
mesh.set_ray_tracing (risco 2, altera, smoke)
Whether the mesh takes part in ray tracing.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
support | boolean | obrigatório. Whether the mesh takes part in ray tracing. |
Retorna: mesh, message, lods, notes.
mesh.set_reduction (risco 2, altera, smoke)
Reduction settings of one LOD (triangle/vertex percentage, max deviation, welding, hard angle, base LOD).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
percentTriangles | number | Fraction of triangles to keep (0-1). Negative leaves the current value. Padrão -1.0. |
percentVertices | number | Fraction of vertices to keep (0-1). Negative leaves the current value. Padrão -1.0. |
maxDeviation | number | Maximum allowed deviation from the source mesh. Negative leaves the current value. Padrão -1.0. |
weldingThreshold | number | Welding threshold in centimetres. Negative leaves the current value. Padrão -1.0. |
hardAngle | number | Hard-edge angle threshold in degrees. Negative leaves the current value. Padrão -1.0. |
recalculateNormals | boolean | Recalculate normals after the reduction. Padrão false. |
baseLod | integer | LOD used as the source of the reduction (-1 leaves the current value). Padrão -1. |
rebuild | boolean | Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.set_section (risco 2, altera, smoke)
Changes one render section: material slot, collision, shadow casting and ray tracing visibility.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
section | integer | obrigatório. |
materialIndex | integer | Material slot index used by the section (-1 = leave). Padrão -1. |
collision | string | "true"/"false" to change, empty to leave alone. |
castShadow | string | |
visibleInRayTracing | string |
Retorna: mesh, sections, count, message.
mesh.set_section_collision_many (risco 2, altera, smoke)
Turns collision on or off for every render section of a LOD at once.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | LOD whose sections are changed. Padrão 0. |
enabled | boolean | Collision flag applied to every section of that LOD. Padrão true. |
Retorna: mesh, sections, count, message.
mesh.set_socket (risco 2, altera, smoke)
Changes an existing socket (transform, tag, preview mesh and optionally its name).
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. Socket name. |
location | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means "leave alone" on set and (1,1,1) on add. |
tag | string | Free-form tag stored on the socket. |
previewMesh | string | Static mesh shown at the socket in the editor preview. |
newName | string | New socket name (mesh.set_socket only). |
Retorna: mesh, sockets, count, message.
mesh.set_uv_tiling (risco 2, altera, smoke)
Scales and offsets the UV coordinates of one channel.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | Padrão 0. |
channel | integer | Padrão 0. |
scale | {x,y,z} | Multiplier applied to U (x) and V (y). |
offset | {x,y,z} | Offset added to U (x) and V (y) after scaling. |
Retorna: mesh, lod, count, lightmapCoordinateIndex, channels, message, notes.
mesh.sk_add_socket (risco 2, altera)
Adds a socket attached to a bone. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. |
bone | string | Bone the socket is attached to. |
location | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
newName | string | New socket name (mesh.sk_set_socket only). |
Retorna: mesh, sockets, count, message.
mesh.sk_check_skeleton_compatible (risco 0)
Whether a skeleton is compatible with the mesh's bone hierarchy. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
skeleton | string | obrigatório. Skeleton asset path. |
checkCompatibility | boolean | Refuse the change when the skeleton is not compatible with the mesh. Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.sk_create_physics_asset (risco 3, altera)
Creates a physics asset from the mesh's bones (geometry type, minimum bone size, constraints). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
folder | string | obrigatório. Destination content folder. |
name | string | obrigatório. Name of the new physics asset. |
minBoneSize | number | Bones smaller than this are skipped. Padrão 20.0. |
geomType | string | sphere / box / sphyl / capsule / single_convex / multi_convex. |
bodyForAll | boolean | Create a body for every bone, even the small ones. Padrão false. |
createConstraints | boolean | Create constraints between the bodies. Padrão true. |
walkPastSmall | boolean | Keep walking past bones that are too small instead of stopping. Padrão true. |
assign | boolean | Also assign the new asset to the mesh. Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.sk_get_bone_transform (risco 0)
Reference transform of one bone, in component space or relative to its parent. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
bone | string | obrigatório. |
space | string | ref (component space, default) or local (relative to the parent bone). |
Retorna: mesh, bone, space, location, rotation, scale, message.
mesh.sk_get_bounds (risco 0)
Imported bounds of a skeletal mesh plus its bounds extensions. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, origin, boxExtent, sphereRadius, positiveBoundsExtension, negativeBoundsExtension, message.
mesh.sk_get_info (risco 0)
Everything about a skeletal mesh: skeleton, LODs, materials, sockets, bone and morph target counts, physics assets, bounds and cloth. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, name, skeleton, lodCount, lods, materials, sockets, boneCount, morphTargetCount, physicsAsset, shadowPhysicsAsset, lodSettings, perPolyCollision, minLod, boundsOrigin, boundsExtent, clothingAssets, message.
mesh.sk_get_stats (risco 0, smoke)
Skeletal mesh audit of a folder: meshes without a physics asset, with a single LOD, bone and morph target totals.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | Content folder to search ("/Game" when empty). |
skeleton | string | Keep only meshes bound to this skeleton. |
limit | integer | Maximum number of meshes returned. Padrão 100. |
Retorna: meshes, withoutPhysicsAsset, singleLod, totalBones, totalMorphTargets, offenders, message.
mesh.sk_list (risco 0, smoke)
Lists skeletal meshes under a folder, optionally filtered by skeleton.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | Content folder to search ("/Game" when empty). |
skeleton | string | Keep only meshes bound to this skeleton. |
limit | integer | Maximum number of meshes returned. Padrão 100. |
Retorna: meshes, count, message.
mesh.sk_list_bones (risco 0)
Bones of the reference skeleton with their parent, depth and child count. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
nameContains | string | Keep only bones whose name contains this text. |
depth | integer | Maximum hierarchy depth returned (-1 = no limit). Padrão -1. |
limit | integer | Maximum number of bones returned. Padrão 200. |
Retorna: mesh, bones, count, total, message.
mesh.sk_list_lods (risco 0)
LODs of a skeletal mesh with triangle/vertex counts, screen size, hysteresis and reduction. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, message, lods, notes.
mesh.sk_list_materials (risco 0)
Material slots of a skeletal mesh. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, materials, count, message.
mesh.sk_list_morph_targets (risco 0)
Morph target names of a skeletal mesh. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, morphTargets, count, message.
mesh.sk_list_sockets (risco 0)
Sockets stored on the mesh (not the ones inherited from the skeleton). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, sockets, count, message.
mesh.sk_regenerate_lods (risco 3, altera)
Regenerates the LOD chain by reduction (UE 5 uses the skeletal mesh editor subsystem). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
count | integer | obrigatório. Total number of LODs, including LOD0. |
percents | array of number | Triangle fraction per generated LOD (default 0.5, 0.25, 0.125...). |
regenerateEvenIfImported | boolean | Regenerate LODs even when they were imported rather than generated. Padrão false. |
Retorna: mesh, message, lods, notes.
mesh.sk_remove_lods (risco 3, altera, destrutivo)
Removes LODs (by index, or every LOD except LOD0). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lods | array of integer | LOD indices to remove; empty removes every LOD except LOD0. |
Retorna: mesh, message, lods, notes.
mesh.sk_remove_socket (risco 3, altera)
Removes a socket by name. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. |
Retorna: mesh, sockets, count, message.
mesh.sk_rename_material_slot (risco 2, altera)
Renames a material slot. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
slot | string | obrigatório. |
newName | string | obrigatório. |
Retorna: mesh, materials, count, message.
mesh.sk_set_bounds_extension (risco 2, altera)
Extra padding added to the rendered bounds of a skeletal mesh. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
positiveBoundsExtension | {x,y,z} | |
negativeBoundsExtension | {x,y,z} |
Retorna: mesh, origin, boxExtent, sphereRadius, positiveBoundsExtension, negativeBoundsExtension, message.
mesh.sk_set_lod_hysteresis (risco 2, altera)
LOD hysteresis (the delay that stops a LOD from flickering). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
value | number | obrigatório. Screen size (0-1) or LOD hysteresis, depending on the tool. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_lod_screen_size (risco 2, altera)
Screen size at which a LOD becomes active. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
value | number | obrigatório. Screen size (0-1) or LOD hysteresis, depending on the tool. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_lod_settings_asset (risco 2, altera)
Assigns a SkeletalMeshLODSettings asset that drives the LOD chain. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
asset | string | Asset path; empty clears the reference. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_material (risco 2, altera)
Assigns a material to one slot. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
slot | string | obrigatório. Slot index or slot name. |
material | string | Material asset path; empty clears the slot. |
Retorna: mesh, materials, count, message.
mesh.sk_set_materials (risco 2, altera)
Assigns materials to every slot at once. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
materials | array of string | obrigatório. One material asset path per slot, in slot order. |
Retorna: mesh, materials, count, message.
mesh.sk_set_min_lod (risco 2, altera)
Lowest LOD the renderer may use, optionally per platform. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
minLod | integer | obrigatório. |
platform | string | Platform name for a per-platform override; empty = default. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_per_poly_collision (risco 2, altera)
Turns per-polygon collision on or off (expensive; only for meshes that need exact traces). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
enabled | boolean | Value of the flag. Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_physics_asset (risco 2, altera)
Assigns (or clears) the physics asset of a skeletal mesh. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
physicsAsset | string | Physics asset path; empty clears it. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_reduction (risco 2, altera)
Reduction settings of one LOD (triangle/vertex percentage, deviation, bones to remove). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
lod | integer | obrigatório. |
percentTriangles | number | Fraction of triangles to keep (0-1); negative leaves the current value. Padrão -1.0. |
percentVertices | number | Fraction of vertices to keep (0-1); negative leaves the current value. Padrão -1.0. |
maxDeviation | number | Maximum deviation percentage; negative leaves the current value. Padrão -1.0. |
bonesToRemove | array of string | Bones removed at this LOD. |
baseLod | integer | Base LOD the reduction reads from; negative leaves the current value. Padrão -1. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_shadow_physics_asset (risco 2, altera)
Assigns (or clears) the cheaper physics asset used for shadow computations. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
physicsAsset | string | Physics asset path; empty clears it. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_skeleton (risco 3, altera)
Binds the mesh to a skeleton, optionally refusing an incompatible one. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
skeleton | string | obrigatório. Skeleton asset path. |
checkCompatibility | boolean | Refuse the change when the skeleton is not compatible with the mesh. Padrão true. |
Retorna: mesh, message, lods, notes.
mesh.sk_set_socket (risco 2, altera)
Changes an existing socket (bone, transform, name). Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. |
name | string | obrigatório. |
bone | string | Bone the socket is attached to. |
location | {x,y,z} | |
rotation | {x,y,z} | Rotation as pitch/yaw/roll. |
scale | {x,y,z} | Scale; (0,0,0) means 1,1,1. |
newName | string | New socket name (mesh.sk_set_socket only). |
Retorna: mesh, sockets, count, message.
mesh.sk_validate (risco 0)
Sanity check of a skeletal mesh: missing skeleton or physics asset, LOD chain, empty material slots. Not smoke-tested: no skeletal mesh ships in engine content.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Skeletal mesh asset path or unique name. |
Retorna: mesh, errors, warnings, valid, message.
mesh.uv_stats (risco 0, smoke)
UV audit of a folder: meshes with a single UV channel, without generated lightmap UVs or using channel 0 as the lightmap.
| Argumento | Tipo | Descrição |
|---|---|---|
folder | string | obrigatório. Content folder to scan. |
limit | integer | Maximum number of meshes inspected. Padrão 200. |
Retorna: meshes, withoutLightmapUvs, lightmapOnChannelZero, singleUvChannel, offenders, message.
mesh.validate (risco 0, smoke)
Sanity check of a mesh: degenerate LOD chain, missing collision, missing lightmap UVs, empty material slots and Nanite/collision mismatches.
| Argumento | Tipo | Descrição |
|---|---|---|
mesh | string | obrigatório. Static mesh asset path or unique asset name. |
Retorna: mesh, errors, warnings, valid, message.