Adds a node that breaks a 'SkeletalMeshBuildSettings' into its member fields
|
Skeletal Mesh Build Settings
Skeletal Mesh Build Settings Structure (by ref)
|
|
Recompute Normals
Boolean
|
If true, normals in the raw mesh are ignored and recomputed. |
|
Recompute Tangents
Boolean
|
If true, tangents in the raw mesh are ignored and recomputed. |
|
Use Mikk TSpace
Boolean
|
If true, degenerate triangles will be removed. |
|
Compute Weighted Normals
Boolean
|
If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals. |
|
Remove Degenerates
Boolean
|
If true, degenerate triangles will be removed. |
|
Use High Precision Tangent Basis
Boolean
|
If true, Tangents will be stored at 16 bit vs 8 bit precision. |
|
Use Full Precision UVs
Boolean
|
If true, UVs will be stored at full floating point precision. |
|
Build Adjacency Buffer
Boolean
|
Required for PNT tessellation but can be slow. Recommend disabling for larger meshes. |
|
Threshold Position
Float
|
Threshold use to decide if two vertex position are equal. |
|
Threshold Tangent Normal
Float
|
Threshold use to decide if two normal, tangents or bi-normals are equal. |
|
Threshold UV
Float
|
Threshold use to decide if two UVs are equal. |
|
Morph Threshold Position
Float
|
Threshold to compare vertex position equality when computing morph target deltas. |