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] Whether to force cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer. Please note that Half Edge buffers are always built if the Skeletal Mesh Asset has Default Mesh Deformer assigned, and the LOD has AllowMeshDeformer enabled,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.