unreal.NiagaraMeshLODMode

class unreal.NiagaraMeshLODMode

Bases: EnumBase

ENiagara Mesh LODMode

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraMeshRendererProperties.h

BY_COMPONENT_BOUNDS: NiagaraMeshLODMode
  • The LOD level is calculated based on screen space size of the component bounds.

  • All particles will be rendered with the same calculated LOD level.

  • Increasing ‘LOD calculation scale’ will result in lower quality LODs being used, this is useful as component bounds generally are larger than the particle mesh bounds.

Type:

2

LOD_BIAS: NiagaraMeshLODMode

Takes the highest available LOD for the platform + LOD bias to render all mesh particles If the LOD is not streamed in or available on the platform the next available lower LOD level will be used. For example, LOD bias is set to 1, the current platform has Min LOD of 2 then 3 will be the used LOD.

Type:

1

LOD_LEVEL: NiagaraMeshLODMode
  • Uses the provided LOD level to render all mesh particles.

  • If the LOD is not streamed in or available on the platform the next available lower LOD level will be used.

  • For example, LOD Level is set to 1 but the first available is LOD 3 then LOD 3 will be used.

Type:

0

PER_PARTICLE: NiagaraMeshLODMode
  • The LOD level is calcuated per particle using the particle position and mesh sphere bounds.

  • This involves running a dispatch & draw per LOD level.

  • Calculates and renders each particle with it’s calcualted LOD level.

  • Increasing ‘LOD calculation scale’ will result in lower quality LODs being used.

Type:

3