unreal.SkeletalMeshLODInfo¶
- class unreal.SkeletalMeshLODInfo¶
Bases:
StructBaseStruct containing information for a particular LOD level, such as materials and info for when to use it.
C++ Source:
Module: Engine
File: SkinnedAssetCommon.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_cpu_access(bool): [Read-Write] Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.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 defaultbake_pose_override(AnimSequence): [Read-Write] This is used when you are sharing the LOD settings, but you’d like to override the BasePose. This precedes prior to BakePosebones_to_prioritize(Array[BoneReference]): [Read-Write] Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.bones_to_remove(Array[BoneReference]): [Read-Write] Bones which should be removed from the skeleton for the LOD levelbuild_half_edge_buffers(bool): [Read-Write] If true, we will cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer.build_settings(SkeletalMeshBuildSettings): [Read-Write] build settings to apply when building render data.imported_morph_target_source_filename(Map[str, MorphTargetImportedSourceFileInfo]): [Read-Only] Store the custom import morph target source file. The key of the map is the morph target name and the value is the source file path.lod_hysteresis(float): [Read-Write] Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.morph_target_position_error_tolerance(float): [Read-Write] The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.reduction_settings(SkeletalMeshOptimizationSettings): [Read-Write] Reduction settings to apply when building render data.screen_size(PerPlatformFloat): [Read-Write] ScreenSize to display this LOD. The screen size is based around the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen’s maximum dimension.sections_to_prioritize(Array[SectionReference]): [Read-Write] Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.skin_cache_usage(SkinCacheUsage): [Read-Write] How this LOD uses the skin cache feature. Auto will defer to the default project global option. If Support Ray Tracing is enabled on the mesh, will imply Enabledsource_import_filename(str): [Read-Only] The filename of the file tha was used to import this LOD if it was not auto generated.support_uniformly_distributed_sampling(bool): [Read-Write] Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.vertex_attributes(Array[SkeletalMeshVertexAttributeInfo]): [Read-Write] List of vertex attributes to include for rendering and what type they should beweight_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.