unreal.MassSkinnedMeshInstanceVisualizationMeshDesc¶
- class unreal.MassSkinnedMeshInstanceVisualizationMeshDesc¶
Bases:
StructBaseMass Skinned Mesh Instance Visualization Mesh Desc
C++ Source:
Plugin: MassGameplay
Module: MassRepresentation
File: MassSkinnedMeshRepresentationTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
animation_min_screen_size(float): [Read-Write] Passed to UInstancedSkinnedMeshComponent::SetAnimationMinScreenSize. Values: < 0 = always animate, 0 = use r.Skinning.DefaultAnimationMinScreenSize, > 0 = custom threshold. see: UInstancedSkinnedMeshComponent::SetAnimationMinScreenSizeasset(SkinnedAsset): [Read-Write] The mesh visual representationcast_shadows(bool): [Read-Write] Controls whether the ISM can cast shadow or notinstanced_skinned_mesh_component_class(type(Class)): [Read-Write] InstancedSkinnedMeshComponent class to use to manage instances described by this struct instancelocal_transform(Transform): [Read-Write] A relative Transform from the parent, passed along to FMassInstancedSkinnedMeshComponentSharedData::LocalTransformmaterial_overrides(Array[MaterialInterface]): [Read-Write] Material overrides for the mesh visual representation.Array indices correspond to material slot indices on the mesh.
max_lod_significance(float): [Read-Write] The maximum exclusive LOD significance to stop using this meshmin_lod_significance(float): [Read-Write] The minimum inclusive LOD significance to start using this meshtransform_provider(TransformProviderData): [Read-Write] The Animation Transform Provider when using this mesh