FSkeletalMeshLODInfo

Struct containing information for a particular LOD level, such as materials and info for when to use it.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMesh.h

Include

#include "Engine/SkeletalMesh.h"

Syntax

struct FSkeletalMeshLODInfo

Remarks

Struct containing information for a particular LOD level, such as materials and info for when to use it.

Variables

Name Description

Public variable

TObjectPtr< UAn...

 

BakePose

Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default

Public variable

TObjectPtr< UAn...

 

BakePoseOverride

This is used when you are sharing the LOD settings, but you'd like to override the BasePose.

Public variable

uint8: 1

 

bAllowCPUAccess

Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.

Public variable

uint8: 1

 

bHasBeenSimplified

Whether to disable morph targets for this LOD.

Public variable

uint8: 1

 

bHasPerLODVertexColors

Public variable

uint8: 1

 

bImportWithBaseMesh

This boolean specify if the LOD was imported with the base mesh or not.

Public variable

TArray< FBoneRe...

 

BonesToPrioritize

Bones which should be prioritized for the quality, this will be weighted toward keeping source data.

Public variable

TArray< FBoneRe...

 

BonesToRemove

Bones which should be removed from the skeleton for the LOD level

Public variable

uint8: 1

 

bSupportUniformlyDistributedSampling

Mesh supports uniformly distributed sampling in constant time.

Public variable

FGuid

 

BuildGUID

Temporary build GUID data We use this GUID to store the LOD Key so we can know if the LOD needs to be rebuilt This GUID is set when we Cache the render data (build function)

Public variable

FSkeletalMeshBu...

 

BuildSettings

Build settings to apply when building render data.

Public variable

float

 

LODHysteresis

Used to avoid 'flickering' when on LOD boundary.

Public variable

TArray< int32 >

 

LODMaterialMap

Mapping table from this LOD's materials to the USkeletalMesh materials array.

Public variable

float

 

MorphTargetPositionErrorTolerance

The Morph target position error tolerance in microns.

Public variable

FSkeletalMeshOp...

 

ReductionSettings

Reduction settings to apply when building render data.

Public variable

FPerPlatformFlo...

 

ScreenSize

ScreenSize to display this LOD.

Public variable

TArray< FSectio...

 

SectionsToPrioritize

Sections which should be prioritized for the quality, this will be weighted toward keeping source data.

Public variable

ESkinCacheUsage

 

SkinCacheUsage

How this LOD uses the skin cache feature.

Public variable

FString

 

SourceImportFilename

The filename of the file tha was used to import this LOD if it was not auto generated.

Public variable

float

 

WeightOfPrioritization

How much to consideration to give BonesToPrioritize and SectionsToPrioritize.

Constructors

Name Description

Public function

FSkeletalMeshLODInfo()

Functions

Name Description

Public function

FGuid

 

ComputeDeriveDataCacheKey

(
    const FSkeletalMeshLODGroupSettings...
)

Deprecated Variables

Name Description

Public variable

TArray< bool >

 

bEnableShadowCasting_DEPRECATED

Per-section control over whether to enable shadow casting.

Public variable

TArray< FName >

 

RemovedBones_DEPRECATED

This has been removed in editor.