- class unreal.SkeletalMeshLODInfo¶
Struct containing information for a particular LOD level, such as materials and info for when to use it.
Editor Properties: (see get_editor_property/set_editor_property)
allow_cpu_access(bool): [Read-Write] Allow CPUAccess: Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.
bake_pose(AnimSequence): [Read-Write] Bake Pose: Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default
bake_pose_override(AnimSequence): [Read-Write] Bake Pose Override: This is used when you are sharing the LOD settings, but you’d like to override the BasePose. This precedes prior to BakePose
bones_to_prioritize(Array(BoneReference)): [Read-Write] Bones to Prioritize: Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
bones_to_remove(Array(BoneReference)): [Read-Write] Bones to Remove: Bones which should be removed from the skeleton for the LOD level
build_settings(SkeletalMeshBuildSettings): [Read-Write] Build Settings: build settings to apply when building render data.
lod_hysteresis(float): [Read-Write] LODHysteresis: Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.
morph_target_position_error_tolerance(float): [Read-Write] Morph Target Position Error Tolerance: The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.
reduction_settings(SkeletalMeshOptimizationSettings): [Read-Write] Reduction Settings: Reduction settings to apply when building render data.
screen_size(PerPlatformFloat): [Read-Write] Screen Size: ScreenSize to display this LOD. The screen size is based around the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen’s maximum dimension.
sections_to_prioritize(Array(SectionReference)): [Read-Write] Sections to Prioritize: Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
skin_cache_usage(SkinCacheUsage): [Read-Write] Skin Cache Usage: How this LOD uses the skin cache feature. Auto will defer to the default project global option. If Support Ray Tracing is enabled on the mesh, will imply Enabled
source_import_filename(str): [Read-Only] Source Import Filename: The filename of the file tha was used to import this LOD if it was not auto generated.
support_uniformly_distributed_sampling(bool): [Read-Write] Support Uniformly Distributed Sampling: Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.
weight_of_prioritization(float): [Read-Write] Weight Of Prioritization: How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.