unreal.SkeletalMeshSamplingRegion
¶
- class unreal.SkeletalMeshSamplingRegion¶
Bases:
StructBase
Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.
C++ Source:
Module: Engine
File: SkeletalMeshSampling.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_filters
(Array[SkeletalMeshSamplingRegionBoneFilter]): [Read-Write] Bone Filters: Filters to determine which triangles and bones to include in this region based on bone.lod_index
(int32): [Read-Write] LODIndex: The LOD of the mesh that this region applies to.material_filters
(Array[SkeletalMeshSamplingRegionMaterialFilter]): [Read-Write] Material Filters: Filters to determine which triangles to include in this region based on material.name
(Name): [Read-Write] Name: Name of this region that users will reference.support_uniformly_distributed_sampling
(bool): [Read-Write] Support Uniformly Distributed Sampling: Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle.