Break SkeletalMeshBuildSettings

Break SkeletalMeshBuildSettings

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

Break SkeletalMeshBuildSettings
Skeletal Mesh Build Settings
Recompute Normals
Recompute Tangents
Use Mikk TSpace
Compute Weighted Normals
Remove Degenerates
Use High Precision Tangent Basis
Use Full Precision UVs
Build Adjacency Buffer
Threshold Position
0.0
Threshold Tangent Normal
0.0
Threshold UV
0.0
Morph Threshold Position
0.0

Inputs

Skeletal Mesh Build Settings
Skeletal Mesh Build Settings Structure (by ref)

Outputs

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.

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