UEditorSkeletalMeshLibrary::StripLODGeometry

This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask.

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References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h

Include

#include "EditorSkeletalMeshLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh", Meta=(ScriptMethod))
static bool StripLODGeometry
(
    USkeletalMesh * SkeletalMesh,
    const int32 LODIndex,
    UTexture2D * TextureMask,
    const float Threshold
)

Remarks

This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask. We use the UVChannel 0 to find the pixels in the texture.

SkeletalMesh: The skeletalmesh we want to optimize LODIndex: The LOD we want to optimize TextureMask: The texture containing the stripping mask. non black pixel strip triangle, black pixel keep them. Threshold: The threshold we want when comparing the texture value with zero.

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