FSkeletalMeshOptimizationSettings

[FSkeletalMeshOptimizationSettings](API\Runtime\Engine\FSkeletalMeshOptimizationSetting-) - The settings used to optimize a skeletal mesh LOD.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SkeletalMeshReductionSettings.h

Include

#include "SkeletalMeshReductionSettings.h"

Syntax

struct FSkeletalMeshOptimizationSettings

Remarks

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

Variables

Name Description

Public variable

int32

 

BaseLOD

Base LOD index to generate this LOD. By default, we generate from LOD 0

Public variable

uint8: 1

 

bEnforceBoneBoundaries

Penalize edge collapse between vertices that have different major bones.

Public variable

uint8: 1

 

bLockColorBounaries

Disallow edge collapse when the vertices do not have a common color

Public variable

uint8: 1

 

bLockEdges

Preserve cuts in the mesh surface by locking vertices in place.

Public variable

uint8: 1

 

bRecalcNormals

Whether Normal smoothing groups should be preserved.

Public variable

uint8: 1

 

bRemapMorphTargets

Remap the morph targets from the base LOD onto the reduce LOD.

Public variable

int32

 

MaxBonesPerVertex

Maximum number of bones that can be assigned to each vertex.

Public variable

float

 

MaxDeviationPercentage

If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere.

Public variable

uint32

 

MaxNumOfTriangles

The maximum number of triangles to retain

Public variable

uint32

 

MaxNumOfTrianglesPercentage

The maximum number of triangles to retain when using percentage termination criterion.

Public variable

uint32

 

MaxNumOfVerts

The maximum number of vertices to retain

Public variable

uint32

 

MaxNumOfVertsPercentage

The maximum number of vertices to retain when using percentage termination criterion.

Public variable

float

 

NormalsThreshold

If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles.

Public variable

float

 

NumOfTrianglesPercentage

The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent

Public variable

float

 

NumOfVertPercentage

The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent

Public variable

FOnDeleteLODMod...

 

OnDeleteLODModelDelegate

Transient mutable delegate. If the delegate is bound, the reduction will call it instead of deleting the replaced LODModel. It will be then the delegate owner responsible of the LODModel memory.

Public variable

TEnumAsByte< en...

 

ReductionMethod

The method to use when optimizing the skeletal mesh LOD

Public variable

TEnumAsByte< en...

 

ShadingImportance

How important shading quality is.

Public variable

TEnumAsByte< en...

 

SilhouetteImportance

How important the shape of the geometry is.

Public variable

TEnumAsByte< en...

 

SkinningImportance

How important skinning quality is.

Public variable

TEnumAsByte< en...

 

TerminationCriterion

The method to use when optimizing the skeletal mesh LOD

Public variable

TEnumAsByte< en...

 

TextureImportance

How important texture density is.

Public variable

float

 

VolumeImportance

Default value of 1 attempts to preserve volume.

Public variable

float

 

WeldingThreshold

The welding threshold distance. Vertices under this distance will be welded.

Constructors

Deprecated Variables

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