Module |
|
Header |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h |
Include |
#include "EditorSkeletalMeshLibrary.h" |
Source |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh", Meta=(ScriptMethod))
static bool RegenerateLOD
(
USkeletalMesh * SkeletalMesh,
int32 NewLODCount,
bool bRegenerateEvenIfImported,
bool bGenerateBaseLOD
)
Regenerate LODs of the mesh
true if succeed. If mesh reduction is not available this will return false.
Parameter |
Description |
---|---|
SkeletalMesh |
The mesh that will regenerate LOD |
NewLODCount |
Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate |
bRegenerateEvenIfImported |
If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones |
bGenerateBaseLOD |
If this is true and there is some reduction data, the base LOD will be reduce according to the settings |