it seems like unreal really doesn't want me mucking around with this
I want to explicitly set screen sizes on imported lods on a lot of static meshes (well over 1000)
I can't seem to write screen size for lods from python or the bulk edit matrix
can they be set at import from say a maya lod group? maybe via editor blueprint?can i copy/paste from asset to asset?
if i have to make engine changes that's fine but would rather avoid it
any suggestions?
ta
Replies
Best I know is to set them up manually on one static mesh, then you can shift or ctrl select all others in the content browser, right click, and near top of the menu you get LOD , copy/paste
that's a lot better than setting them one by one - thanks :)
No problem. There is a few places where things are hidden behind a right click context menu for whatever reason. If you want to use a mask map on landscape, for example, got to right click the landscape layer info object. Just a quirk I guess, but I was pulling my hair out at first trying to find things like that.
the level of hidden bullshit in unreal is... unreal
:D
i'm going to look into the engine change in the new year - i want control over this stuff
Building In-Editor Tools with Blueprints | Unreal Educator Livestream - YouTube
Just wanted to link this video here, i was looking for something else but starting at 1:02:42 it shows how to make an editor utitlity script to automate setting lods. Not any faster than copy/paste but in case you wanted to add additional functionality could be useful.
You can do this using python.
If you call
unreal.EditorStaticMeshLibrary.get_lod_build_settings()
you get the lod build settings object you can manipulate.
you can then set the settings with
unreal.EditorStaticMeshLibrary.set_lod_build_settings()
Pass it the lod build settings you made in the previous one.
the docs
https://docs.unrealengine.com/4.27/en-US/PythonAPI/class/EditorStaticMeshLibrary.html