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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UDEPRECATED_EditorSkeletalMeshLi-
Deprecated * The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem
References
| Module | EditorScriptingUtilities |
| 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&40;BlueprintCallable, Category&61;"Editor Scripting &124; SkeletalMesh",
Meta&61;&40;DeprecatedFunction, DeprecationMessage&61;"The Editor Scripting Utilities Plugin is deprecated &45; Use the function in Skeletal Mesh Editor Subsystem"&41;&41;
static bool RegenerateLOD
&40;
USkeletalMesh &42; SkeletalMesh,
int32 NewLODCount,
bool bRegenerateEvenIfImported,
bool bGenerateBaseLOD
&41;
Remarks
Regenerate LODs of the mesh true if succeed. If mesh reduction is not available this will return false.
Parameters
| Name | Description |
|---|---|
| SkeletalMesh | The mesh that will regenerate LOD |
| NewLODCount | Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate |
| bRegenerateEvenIfImported | If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones |
| bGenerateBaseLOD | If this is true and there is some reduction data, the base LOD will be reduce according to the settings |