unreal.MassRepresentationParameters¶
- class unreal.MassRepresentationParameters¶
Bases:
unreal.MassSharedFragmentMass 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 activelod_representation(MassRepresentationType): [Read-Write] LODRepresentation: What should be the representation of this entity for each specific LODnot_visible_update_rate(float): [Read-Write] Not Visible Update Rate: At what rate should the not visible entity be updated in secondsrepresentation_actor_management_class(type(Class)): [Read-Write] Representation Actor Management Class: Allow subclasses to override the representation actor management behaviorspread_first_visualization_update(bool): [Read-Write] Spread First Visualization Update: If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate memberworld_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