unreal.SkeletalMeshLODGroupSettings¶
- class unreal.SkeletalMeshLODGroupSettings¶
Bases:
StructBaseSkeletal Mesh LODGroup Settings
C++ Source:
Module: Engine
File: SkeletalMeshLODSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_mesh_deformer(bool): [Read-Write] Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or notbake_pose(AnimSequence): [Read-Write] Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by defaultbone_filter_action_option(BoneFilterActionOption): [Read-Write] Bones which should be removed from the skeleton for the LOD levelbone_list(Array[BoneFilter]): [Read-Write] Bones which should be removed from the skeleton for the LOD levelbones_to_prioritize(Array[Name]): [Read-Write] Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.lod_hysteresis(float): [Read-Write] Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.reduction_settings(SkeletalMeshOptimizationSettings): [Read-Write] The optimization settings to use for the respective LOD levelscreen_size(PerPlatformFloat): [Read-Write] The screen sizes to use for the respective LOD levelsections_to_prioritize(Array[int32]): [Read-Write] Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.weight_of_prioritization(float): [Read-Write] How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.