unreal.NDISkeletalMesh_SkinningMode
¶
-
class
unreal.
NDISkeletalMesh_SkinningMode
¶ Bases:
unreal.EnumBase
ENDISkeletal Mesh Skinning Mode
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraDataInterfaceSkeletalMesh.h
-
NONE
¶ No skinning, use for reference pose only. - Bone and socket sampling will be calculated on demand. - Triangle and vertex sampling will be calculated on demand.
- Type
0
-
PRE_SKIN
¶ Pre-skin the whole mesh, can be more optimal when reading a lot of triangle or vertex data. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated up front (Note: CPU Access required).
- Type
2
-
SKIN_ON_THE_FLY
¶ Skin as required, use for bone or socket sampling or when reading a subset of triangles or vertices. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated on demand (Note: CPU Access required).
- Type
1