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 RemoveLODs
(
USkeletalMesh * SkeletalMesh,
TArray< int32 > ToRemoveLODs
)
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.
true if the successfully remove all the LODs. False otherwise, but evedn if it return false it will have removed all valid LODs.
Parameter |
Description |
---|---|
SkeletalMesh |
The mesh inside which we are renaming a socket |
ToRemoveLODs |
The LODs we need to remove |