Module |
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Header |
/Engine/Source/Runtime/Engine/Public/SkeletalMeshReductionSettings.h |
Include |
#include "SkeletalMeshReductionSettings.h" |
struct FSkeletalMeshOptimizationSettings
FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.
Name | Description | ||
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BaseLOD |
Base LOD index to generate this LOD. By default, we generate from LOD 0 |
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uint8: 1 |
bEnforceBoneBoundaries |
Penalize edge collapse between vertices that have different major bones. |
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uint8: 1 |
bLockColorBounaries |
Disallow edge collapse when the vertices do not have a common color |
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uint8: 1 |
bLockEdges |
Preserve cuts in the mesh surface by locking vertices in place. |
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uint8: 1 |
bRecalcNormals |
Whether Normal smoothing groups should be preserved. |
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uint8: 1 |
bRemapMorphTargets |
Remap the morph targets from the base LOD onto the reduce LOD. |
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MaxBonesPerVertex |
Maximum number of bones that can be assigned to each vertex. |
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float |
MaxDeviationPercentage |
If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. |
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MaxNumOfTriangles |
The maximum number of triangles to retain |
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MaxNumOfTrianglesPercentage |
The maximum number of triangles to retain when using percentage termination criterion. |
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MaxNumOfVerts |
The maximum number of vertices to retain |
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MaxNumOfVertsPercentage |
The maximum number of vertices to retain when using percentage termination criterion. |
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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. |
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float |
NumOfTrianglesPercentage |
The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent |
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float |
NumOfVertPercentage |
The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent |
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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. |
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TEnumAsByte< en... |
ReductionMethod |
The method to use when optimizing the skeletal mesh LOD |
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TEnumAsByte< en... |
ShadingImportance |
How important shading quality is. |
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TEnumAsByte< en... |
SilhouetteImportance |
How important the shape of the geometry is. |
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TEnumAsByte< en... |
SkinningImportance |
How important skinning quality is. |
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TEnumAsByte< en... |
TerminationCriterion |
The method to use when optimizing the skeletal mesh LOD |
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TEnumAsByte< en... |
TextureImportance |
How important texture density is. |
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float |
VolumeImportance |
Default value of 1 attempts to preserve volume. |
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float |
WeldingThreshold |
The welding threshold distance. Vertices under this distance will be welded. |
Name | Description | |
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FSkeletalMeshOptimizationSettings() |
Name | Description | ||
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UAnimSequence &... |
BakePose_DEPRECATED |
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BonesToRemove_DEPRECATED |