class unreal.MassRepresentationParameters

Bases: unreal.MassSharedFragment

Mass Representation Parameters

C++ Source:

  • Plugin: MassGameplay

  • Module: MassRepresentation

  • File: MassRepresentationFragments.h

Editor Properties: (see get_editor_property/set_editor_property)

  • keep_actor_extra_frame (bool): [Read-Write] Keep Actor Extra Frame: When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late)

  • keep_low_res_actors (bool): [Read-Write] Keep Low Res Actors: If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active

  • lod_representation (MassRepresentationType): [Read-Write] LODRepresentation: What should be the representation of this entity for each specific LOD

  • not_visible_update_rate (float): [Read-Write] Not Visible Update Rate: At what rate should the not visible entity be updated in seconds

  • representation_actor_management_class (type(Class)): [Read-Write] Representation Actor Management Class: Allow subclasses to override the representation actor management behavior

  • spread_first_visualization_update (bool): [Read-Write] Spread First Visualization Update: If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member

  • world_partition_grid_name_containing_collision (Name): [Read-Write] World Partition Grid Name Containing Collision: World Partition grid name to test collision against, default None will be the main grid