UEditorSkeletalMeshLibrary::RegenerateLOD

Regenerate LODs of the mesh

Windows
MacOS
Linux

References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h

Include

#include "EditorSkeletalMeshLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh", Meta=(ScriptMethod))
static bool RegenerateLOD
(
    USkeletalMesh * SkeletalMesh,
    int32 NewLODCount,
    bool bRegenerateEvenIfImported,
    bool bGenerateBaseLOD
)

Remarks

Regenerate LODs of the mesh

Returns

true if succeed. If mesh reduction is not available this will return false.

Parameters

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

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