UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMeshProxySettings Struct Reference

#include <MeshProxySettings.h>

Public Member Functions

ENGINE_API FMeshProxySettings ()
 
ENGINE_API bool operator== (const FMeshProxySettings &Other) const
 
ENGINE_API bool operator!= (const FMeshProxySettings &Other) const
 

Public Attributes

int32 ScreenSize
 
float VoxelSize
 
FMaterialProxySettings MaterialSettings
 
float MergeDistance
 
FColor UnresolvedGeometryColor
 
float MaxRayCastDist
 
float HardAngleThreshold
 
int32 LightMapResolution
 
TEnumAsByte< EProxyNormalComputationMethod::TypeNormalCalculationMethod
 
TEnumAsByte< ELandscapeCullingPrecision::TypeLandscapeCullingPrecision
 
uint8 bCalculateCorrectLODModel:1
 
uint8 bOverrideVoxelSize: 1
 
uint8 bOverrideTransferDistance:1
 
uint8 bUseHardAngleThreshold:1
 
uint8 bComputeLightMapResolution:1
 
uint8 bRecalculateNormals:1
 
uint8 bUseLandscapeCulling:1
 
uint8 bSupportRayTracing: 1
 
uint8 bAllowDistanceField:1
 
uint8 bReuseMeshLightmapUVs:1
 
uint8 bGroupIdenticalMeshesForBaking:1
 
uint8 bCreateCollision:1
 
uint8 bAllowVertexColors:1
 
uint8 bGenerateLightmapUVs:1
 
FMeshNaniteSettings NaniteSettings
 

Constructor & Destructor Documentation

◆ FMeshProxySettings()

FMeshProxySettings::FMeshProxySettings ( )

Default settings.

Member Function Documentation

◆ operator!=()

bool FMeshProxySettings::operator!= ( const FMeshProxySettings Other) const

Inequality.

◆ operator==()

bool FMeshProxySettings::operator== ( const FMeshProxySettings Other) const

Equality operator.

Member Data Documentation

◆ bAllowDistanceField

uint8 FMeshProxySettings::bAllowDistanceField

Whether to allow distance field to be computed for this mesh. Disable this to save memory if the merged mesh will only be rendered in the distance.

◆ bAllowVertexColors

uint8 FMeshProxySettings::bAllowVertexColors

Whether to allow vertex colors saved in the merged mesh

◆ bCalculateCorrectLODModel

uint8 FMeshProxySettings::bCalculateCorrectLODModel

Determines whether or not the correct LOD models should be calculated given the source meshes and transition size

◆ bComputeLightMapResolution

uint8 FMeshProxySettings::bComputeLightMapResolution

If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for merging

◆ bCreateCollision

uint8 FMeshProxySettings::bCreateCollision

Whether to generate collision for the merged mesh

◆ bGenerateLightmapUVs

uint8 FMeshProxySettings::bGenerateLightmapUVs

Whether to generate lightmap uvs for the merged mesh

◆ bGroupIdenticalMeshesForBaking

uint8 FMeshProxySettings::bGroupIdenticalMeshesForBaking

Bake identical meshes (or mesh instances) only once. Can lead to discrepancies with the source mesh visual, especially for materials that are using world position or per instance data. However, this will result in better quality baked textures & greatly reduce baking time.

◆ bOverrideTransferDistance

uint8 FMeshProxySettings::bOverrideTransferDistance

Enable an override for material transfer distance

◆ bOverrideVoxelSize

uint8 FMeshProxySettings::bOverrideVoxelSize

If true, Spatial Sampling Distance will not be automatically computed based on geometry and you must set it directly

◆ bRecalculateNormals

uint8 FMeshProxySettings::bRecalculateNormals

Whether Simplygon should recalculate normals, otherwise the normals channel will be sampled from the original mesh

◆ bReuseMeshLightmapUVs

uint8 FMeshProxySettings::bReuseMeshLightmapUVs

Whether to attempt to re-use the source mesh's lightmap UVs when baking the material or always generate a new set.

◆ bSupportRayTracing

uint8 FMeshProxySettings::bSupportRayTracing

Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

◆ bUseHardAngleThreshold

uint8 FMeshProxySettings::bUseHardAngleThreshold

Enable the use of hard angle based vertex splitting

◆ bUseLandscapeCulling

uint8 FMeshProxySettings::bUseLandscapeCulling

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

◆ HardAngleThreshold

float FMeshProxySettings::HardAngleThreshold

Angle at which a hard edge is introduced between faces

◆ LandscapeCullingPrecision

TEnumAsByte<ELandscapeCullingPrecision::Type> FMeshProxySettings::LandscapeCullingPrecision

Level of detail of the landscape that should be used for the culling

◆ LightMapResolution

int32 FMeshProxySettings::LightMapResolution

Lightmap resolution

◆ MaterialSettings

FMaterialProxySettings FMeshProxySettings::MaterialSettings

Material simplification

◆ MaxRayCastDist

float FMeshProxySettings::MaxRayCastDist

Override search distance used when discovering texture values for simplified geometry. Useful when non-zero Merge Distance setting generates new geometry in concave corners.

◆ MergeDistance

float FMeshProxySettings::MergeDistance

Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometry

◆ NaniteSettings

FMeshNaniteSettings FMeshProxySettings::NaniteSettings

Settings related to building Nanite data.

◆ NormalCalculationMethod

TEnumAsByte<EProxyNormalComputationMethod::Type> FMeshProxySettings::NormalCalculationMethod

Controls the method used to calculate the normal for the simplified geometry

◆ ScreenSize

int32 FMeshProxySettings::ScreenSize

Screen size of the resulting proxy mesh in pixels

◆ UnresolvedGeometryColor

FColor FMeshProxySettings::UnresolvedGeometryColor

Base color assigned to LOD geometry that can't be associated with the source geometry: e.g. doors and windows that have been closed by the Merge Distance

◆ VoxelSize

float FMeshProxySettings::VoxelSize

Override when converting multiple meshes for proxy LOD merging. Warning, large geometry with small sampling has very high memory costs


The documentation for this struct was generated from the following files: