unreal.NDISkeletalMesh_SkinningMode
¶
- class unreal.NDISkeletalMesh_SkinningMode¶
Bases:
unreal.EnumBase
ENDISkeletal Mesh Skinning Mode
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraDataInterfaceSkeletalMesh.h
- NONE¶
No skinning, use for reference pose only. - Bone and socket sampling will be calculated on demand. - Triangle and vertex sampling will be calculated on demand.
- Type
0
- PRE_SKIN¶
Pre-skin the whole mesh, can be more optimal when reading a lot of triangle or vertex data. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated up front (Note: CPU Access required).
- Type
2
- SKIN_ON_THE_FLY¶
Skin as required, use for bone or socket sampling or when reading a subset of triangles or vertices. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated on demand (Note: CPU Access required).
- Type
1