unreal.SkeletalMeshSamplingRegion

class unreal.SkeletalMeshSamplingRegion

Bases: unreal.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] 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.