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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EngineTypes.h>
Public Member Functions | |
| FMeshNaniteSettings () | |
| bool | operator== (const FMeshNaniteSettings &Other) const |
| bool | operator!= (const FMeshNaniteSettings &Other) const |
Settings applied when building Nanite data.
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Inequality operator.
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Equality operator.
| uint8 FMeshNaniteSettings::bExplicitTangents |
Whether to store explicit tangents instead of using the implicitly derived ones.
| uint8 FMeshNaniteSettings::bLerpUVs |
Whether to interpolate UVs when simplifying. Should be enabled whenever possible. For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying, assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles.
Disable if data stored in UVs isn't valid to interpolate, for example if indexes are stored in UVs. Lerping an index doesn't make sense and would break the shader trying to use it. Note: If disabled, error from UVs is no longer accounted for when Nanite selects the LOD to render because error due to arbitrary vertex attributes that aren't interpolatable can't be generally reasoned about.
| int32 FMeshNaniteSettings::BoneWeightPrecision = -1 |
Blend Weight Precision in bits. -1 is auto. 0 is rigid.
| uint8 FMeshNaniteSettings::bSeparable |
| uint8 FMeshNaniteSettings::bVoxelNDF |
| uint8 FMeshNaniteSettings::bVoxelOpacity |
| TArray<FMeshDisplacementMap> FMeshNaniteSettings::DisplacementMaps |
| int32 FMeshNaniteSettings::DisplacementUVChannel = 0 |
UV channel used to sample displacement maps
| float FMeshNaniteSettings::FallbackPercentTriangles = 1.0f |
Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles.
| float FMeshNaniteSettings::FallbackRelativeError = 1.0f |
Reduce until at least this amount of error is reached relative to size of the mesh
| ENaniteFallbackTarget FMeshNaniteSettings::FallbackTarget = ENaniteFallbackTarget::Auto |
Which heuristic to use when generating the fallback mesh.
| ENaniteGenerateFallback FMeshNaniteSettings::GenerateFallback = ENaniteGenerateFallback::PlatformDefault |
Whether fallback mesh should be generated.
| float FMeshNaniteSettings::KeepPercentTriangles = 1.0f |
Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles.
| float FMeshNaniteSettings::MaxEdgeLengthFactor = 0.0f |
Controls the maximum distance allowed between each vertex of the mesh on screen. Can be used to prevent oversimplification of meshes that are intended to be deformed (e.g. animation using World Position Offset, Spline Mesh Component, etc.). Should be left at default of 0 unless explicitly needed to fix oversimplification issues.
| FNaniteAssemblyData FMeshNaniteSettings::NaniteAssemblyData |
Nanite Assembly data set up by the import
| int32 FMeshNaniteSettings::NormalPrecision = -1 |
Normal Precision in bits. -1 is auto.
| int32 FMeshNaniteSettings::NumRays = 64 |
Number of rays traced per voxel to sample the surface
Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto.
| float FMeshNaniteSettings::RayBackUp = 0.0f |
| ENaniteShapePreservation FMeshNaniteSettings::ShapePreservation = ENaniteShapePreservation::None |
| int32 FMeshNaniteSettings::TangentPrecision = -1 |
Tangent Precision in bits. -1 is auto.
| uint32 FMeshNaniteSettings::TargetMinimumResidencyInKB = 0 |
How much of the resource should always be resident (In KB). Approximate due to paging. 0: Minimum size (single page). MAX_uint32: Entire mesh.
| float FMeshNaniteSettings::TrimRelativeError = 0.0f |
Reduce until at least this amount of error is reached relative to size of the mesh
| int32 FMeshNaniteSettings::VoxelLevel = 0 |