set_skeletal_mesh_lod_build_settings
Change the stored build settings of one LOD of a skeletal mesh asset and save it. Only the fields you pass are updated; changes apply on next build or reimport.
Instructions
Change the stored build settings of one LOD of a skeletal mesh asset, only the fields you pass, and save the mesh. The mesh is not rebuilt here, so the settings take effect at its next build or reimport; a failed save returns an error. Returns settings_applied.
Returns: { lod_index: int, settings_applied: {...}, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| lod_index | No | 0-based LOD index (default 0); an index the mesh does not have fails the call. | |
| use_mikk_t_space | No | Use MikkTSpace when computing tangents (bUseMikkTSpace). | |
| recompute_normals | No | Ignore the imported normals and recompute them (bRecomputeNormals). | |
| full_precision_uvs | No | Store UVs at full floating-point precision (bUseFullPrecisionUVs). | |
| recompute_tangents | No | Ignore the imported tangents and recompute them (bRecomputeTangents). | |
| remove_degenerates | No | Remove degenerate triangles at build time (bRemoveDegenerates). | |
| skeletal_mesh_path | Yes | Skeletal mesh asset path, e.g. "/Game/Characters/SKM_Hero". | |
| bone_influence_limit | No | Maximum bone influences per vertex; 0 uses the DefaultBoneInfluenceLimit project setting, and values above the project limit have no effect. | |
| high_precision_weights | No | Use 16-bit instead of 8-bit skin weights for rendering (bUseHighPrecisionSkinWeights). | |
| high_precision_tangents | No | Store tangents at 16-bit instead of 8-bit precision (bUseHighPrecisionTangentBasis). | |
| compute_weighted_normals | No | Weight computed normals by triangle area and corner angle (bComputeWeightedNormals). |