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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshReductionSettings.h>
Public Member Functions | |
| ENGINE_API | FMeshReductionSettings () |
| ENGINE_API bool | operator== (const FMeshReductionSettings &Other) const |
| ENGINE_API bool | operator!= (const FMeshReductionSettings &Other) const |
Settings used to reduce a mesh.
| FMeshReductionSettings::FMeshReductionSettings | ( | ) |
Default settings.
| bool FMeshReductionSettings::operator!= | ( | const FMeshReductionSettings & | Other | ) | const |
Inequality.
| bool FMeshReductionSettings::operator== | ( | const FMeshReductionSettings & | Other | ) | const |
Equality operator.
| int32 FMeshReductionSettings::BaseLODModel |
| uint8 FMeshReductionSettings::bCullOccluded |
| uint8 FMeshReductionSettings::bGenerateUniqueLightmapUVs |
| uint8 FMeshReductionSettings::bKeepSymmetry |
| uint8 FMeshReductionSettings::bRecalculateNormals |
| uint8 FMeshReductionSettings::bVisibilityAided |
| float FMeshReductionSettings::HardAngleThreshold |
Angle at which a hard edge is introduced between faces.
| float FMeshReductionSettings::MaxDeviation |
The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
| uint32 FMeshReductionSettings::MaxNumOfTriangles |
The maximum number of triangles to retain when using percentage termination criterion. (Triangles criterion properties)
| uint32 FMeshReductionSettings::MaxNumOfVerts |
The maximum number of vertices to retain when using percentage termination criterion. (Vertices criterion properties)
| float FMeshReductionSettings::PercentTriangles |
Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles. (Triangles criterion properties)
| float FMeshReductionSettings::PercentVertices |
Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices. (Vertices criterion properties)
| float FMeshReductionSettings::PixelError |
The amount of error in pixels allowed for this LOD.
| TEnumAsByte<EMeshFeatureImportance::Type> FMeshReductionSettings::ShadingImportance |
Higher values try to preserve normals better.
| TEnumAsByte<EMeshFeatureImportance::Type> FMeshReductionSettings::SilhouetteImportance |
Higher values minimize change to border edges.
| EStaticMeshReductionTerimationCriterion FMeshReductionSettings::TerminationCriterion |
The method to use when optimizing static mesh LODs
| TEnumAsByte<EMeshFeatureImportance::Type> FMeshReductionSettings::TextureImportance |
Higher values reduce texture stretching.
| TEnumAsByte<EMeshFeatureImportance::Type> FMeshReductionSettings::VertexColorImportance |
Higher values minimize change to vertex color data.
| TEnumAsByte<EMeshFeatureImportance::Type> FMeshReductionSettings::VisibilityAggressiveness |
Higher values generates fewer samples
| float FMeshReductionSettings::WeldingThreshold |
Threshold in object space at which vertices are welded together.