Break MeshMergingSettings

Break MeshMergingSettings

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Adds a node that breaks a 'MeshMergingSettings' into its member fields

Break MeshMergingSettings
Mesh Merging Settings
Target Light Map Resolution
0
Material Settings
Specific LOD
0
LODSelection Type
Generate Light Map UV
Computed Light Map Resolution
Pivot Point At Zero
Merge Physics Data
Merge Materials
Create Merged Material
Bake Vertex Data To Mesh
Use Vertex Data For Baking Material
Use Texture Binning
Use Landscape Culling
Include Imposters

Inputs

Mesh Merging Settings
Mesh Merging Settings Structure (by ref)

Outputs

Target Light Map Resolution
Integer

The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh

Material Settings
Material Proxy Settings Structure

Material simplification

Specific LOD
Integer

A given LOD level to export from the source meshes

LODSelection Type
EMeshLODSelectionType Enum

Which selection mode should be used when generating the merged static mesh

Generate Light Map UV
Boolean

Whether to generate lightmap UVs for a merged mesh

Computed Light Map Resolution
Boolean

Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

Pivot Point At Zero
Boolean

Whether merged mesh should have pivot at world origin, or at first merged component otherwise

Merge Physics Data
Boolean

Whether to merge physics data (collision primitives)

Merge Materials
Boolean

Whether to merge source materials into one flat material, ONLY available when merging a single LOD level, see LODSelectionType

Create Merged Material
Boolean

Create a flat material from all source materials, along with a new set of UVs. This material won't be applied to any section by default.

Bake Vertex Data To Mesh
Boolean

Whether or not vertex data such as vertex colours should be baked into the resulting mesh

Use Vertex Data For Baking Material
Boolean

Whether or not vertex data such as vertex colours should be used when baking out materials

Use Texture Binning
Boolean

Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

Use Landscape Culling
Boolean

Whether or not to use available landscape geometry to cull away invisible triangles

Include Imposters
Boolean

Whether or not to include any imposter LODs that are part of the source static meshes

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