Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
Include |
#include "Engine/EngineTypes.h" |
struct FSkeletalMeshBuildSettings
Settings applied when building a mesh.
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bBuildAdjacencyBuffer |
Required for PNT tessellation but can be slow. Recommend disabling for larger meshes. |
|
uint8: 1 |
bComputeWeightedNormals |
If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals. |
|
uint8: 1 |
bRecomputeNormals |
If true, normals in the raw mesh are ignored and recomputed. |
|
uint8: 1 |
bRecomputeTangents |
If true, tangents in the raw mesh are ignored and recomputed. |
|
uint8: 1 |
bRemoveDegenerates |
If true, degenerate triangles will be removed. |
|
uint8: 1 |
bUseFullPrecisionUVs |
If true, UVs will be stored at full floating point precision. |
|
uint8: 1 |
bUseHighPrecisionTangentBasis |
If true, Tangents will be stored at 16 bit vs 8 bit precision. |
|
uint8: 1 |
bUseMikkTSpace |
If true, degenerate triangles will be removed. |
|
float |
MorphThresholdPosition |
Threshold to compare vertex position equality when computing morph target deltas. |
|
float |
ThresholdPosition |
Threshold use to decide if two vertex position are equal. |
|
float |
ThresholdTangentNormal |
Threshold use to decide if two normal, tangents or bi-normals are equal. |
|
float |
ThresholdUV |
Threshold use to decide if two UVs are equal. |
Name | Description | |
---|---|---|
|
FSkeletalMeshBuildSettings() |
Default settings. |
Name | Description | ||
---|---|---|---|
|
operator!= ( |
Inequality. |
|
|
operator== ( |
Equality operator. |