UEditorSkeletalMeshLibrary::RemoveLODs

Remove all the specified LODs.

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 RemoveLODs
(
    USkeletalMesh * SkeletalMesh,
    TArray< int32 > ToRemoveLODs
)

Remarks

Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.

Returns

true if the successfully remove all the LODs. False otherwise, but evedn if it return false it will have removed all valid LODs.

Parameters

Parameter

Description

SkeletalMesh

The mesh inside which we are renaming a socket

ToRemoveLODs

The LODs we need to remove

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