unreal.SkeletalMeshLODGroupSettings

class unreal.SkeletalMeshLODGroupSettings

Bases: StructBase

Skeletal Mesh LODGroup Settings

C++ Source:

  • Module: Engine

  • File: SkeletalMeshLODSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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

  • bone_filter_action_option (BoneFilterActionOption): [Read-Write] Bone Filter Action Option: Bones which should be removed from the skeleton for the LOD level

  • bone_list (Array[BoneFilter]): [Read-Write] Bone List: Bones which should be removed from the skeleton for the LOD level

  • bones_to_prioritize (Array[Name]): [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.

  • lod_hysteresis (float): [Read-Write] LODHysteresis: Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.

  • reduction_settings (SkeletalMeshOptimizationSettings): [Read-Write] Reduction Settings: The optimization settings to use for the respective LOD level

  • screen_size (PerPlatformFloat): [Read-Write] Screen Size: The screen sizes to use for the respective LOD level

  • sections_to_prioritize (Array[int32]): [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.

  • 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.