Module |
|
Header |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h |
Include |
#include "EditorSkeletalMeshLibrary.h" |
Source |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp |
[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
)
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.