unreal.MassRepresentationParameters
¶
- class unreal.MassRepresentationParameters¶
Bases:
MassSharedFragment
Mass Representation Parameters
C++ Source:
Plugin: MassGameplay
Module: MassRepresentation
File: MassRepresentationFragments.h
Editor Properties: (see get_editor_property/set_editor_property)
can_modify_representation_actor_management_class
(bool): [Read-Write] the property is marked like this to ensure it won’t show up in UIkeep_actor_extra_frame
(bool): [Read-Write] 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] If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is activelod_representation
(MassRepresentationType): [Read-Write] What should be the representation of this entity for each specific LODnot_visible_update_rate
(float): [Read-Write] At what rate should the not visible entity be updated in secondsrepresentation_actor_management_class
(type(Class)): [Read-Write] Allow subclasses to override the representation actor management behaviorspread_first_visualization_update
(bool): [Read-Write] 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 to test collision against, default None will be the main grid