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.