unreal.NDISkeletalMesh_SkinningMode

class unreal.NDISkeletalMesh_SkinningMode

Bases: EnumBase

ENDISkeletal Mesh Skinning Mode

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraDataInterfaceSkeletalMesh.h

NONE: NDISkeletalMesh_SkinningMode

No skinning, use for reference pose only. - Bone and socket sampling will be calculated on demand. - Triangle and vertex sampling will be calculated on demand.

Type:

0

PRE_SKIN: NDISkeletalMesh_SkinningMode

Pre-skin the whole mesh, can be more optimal when reading a lot of triangle or vertex data. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated up front (Note: CPU Access required).

Type:

2

SKIN_ON_THE_FLY: NDISkeletalMesh_SkinningMode

Skin as required, use for bone or socket sampling or when reading a subset of triangles or vertices. - Bone and socket sampling will be calculated up front. - Triangle and vertex sampling will be calculated on demand (Note: CPU Access required).

Type:

1