bake_skeletal_mesh_lod
Regenerate skeletal mesh LODs in Unreal Engine by running the editor reduction pipeline, with options for target LOD count and base LOD generation.
Instructions
Run the editor's skeletal-mesh reduction pipeline via USkeletalMeshEditorSubsystem::RegenerateLOD.
Returns: { skeletal_mesh_path: string, old_lod_count: int, new_lod_count: int, lod_count: int, baked: bool, regenerate_even_if_imported: bool, generate_base_lod: bool, bake_warning: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| new_lod_count | No | Target LOD count; <= 0 keeps current and re-runs reduction | |
| generate_base_lod | No | bool, re-derive LOD 0 from source (default false) | |
| skeletal_mesh_path | Yes | Content path to the skeletal mesh asset | |
| regenerate_even_if_imported | No | bool, regenerate even when LODs are imported (default false) |