unreal.MassSkinnedMeshInstanceVisualizationMeshDesc

class unreal.MassSkinnedMeshInstanceVisualizationMeshDesc

Bases: StructBase

Mass 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::SetAnimationMinScreenSize

  • asset (SkinnedAsset): [Read-Write] The mesh visual representation

  • cast_shadows (bool): [Read-Write] Controls whether the ISM can cast shadow or not

  • instanced_skinned_mesh_component_class (type(Class)): [Read-Write] InstancedSkinnedMeshComponent class to use to manage instances described by this struct instance

  • local_transform (Transform): [Read-Write] A relative Transform from the parent, passed along to FMassInstancedSkinnedMeshComponentSharedData::LocalTransform

  • material_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 mesh

  • min_lod_significance (float): [Read-Write] The minimum inclusive LOD significance to start using this mesh

  • transform_provider (TransformProviderData): [Read-Write] The Animation Transform Provider when using this mesh