unreal.SkeletalMeshSamplingRegion¶
- class unreal.SkeletalMeshSamplingRegion¶
Bases:
StructBaseDefined 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] Filters to determine which triangles and bones to include in this region based on bone.lod_index(int32): [Read-Write] The LOD of the mesh that this region applies to.material_filters(Array[SkeletalMeshSamplingRegionMaterialFilter]): [Read-Write] Filters to determine which triangles to include in this region based on material.name(Name): [Read-Write] Name of this region that users will reference.support_uniformly_distributed_sampling(bool): [Read-Write] Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle.