unreal.SkeletalMeshLODInfo

class unreal.SkeletalMeshLODInfo

Bases: unreal.StructBase

Struct containing information for a particular LOD level, such as materials and info for when to use it.

C++ Source:

  • Module: Engine
  • File: SkeletalMesh.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.
  • bake_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 default
  • bake_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 BakePose
  • bones_to_prioritize (Array(BoneReference)): [Read-Write] Bones which should be prioritized for the quality, this will be weighted toward keeping source data.
  • bones_to_remove (Array(BoneReference)): [Read-Write] Bones which should be removed from the skeleton for the LOD level
  • lod_hysteresis (float): [Read-Write] Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.
  • 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.
  • source_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.
  • weight_of_prioritization (float): [Read-Write] How much to consideration to give BonesToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.