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

#include <EngineTypes.h>

Public Member Functions

 FSkeletalMeshBuildSettings ()
 
bool operator== (const FSkeletalMeshBuildSettings &Other) const
 
bool operator!= (const FSkeletalMeshBuildSettings &Other) const
 

Public Attributes

uint8 bRecomputeNormals:1
 
uint8 bRecomputeTangents:1
 
uint8 bUseMikkTSpace:1
 
uint8 bComputeWeightedNormals: 1
 
uint8 bRemoveDegenerates:1
 
uint8 bUseHighPrecisionTangentBasis:1
 
uint8 bUseHighPrecisionSkinWeights:1
 
uint8 bUseFullPrecisionUVs:1
 
uint8 bUseBackwardsCompatibleF16TruncUVs:1
 
float ThresholdPosition
 
float ThresholdTangentNormal
 
float ThresholdUV
 
float MorphThresholdPosition
 
int32 BoneInfluenceLimit
 

Detailed Description

Settings applied when building a mesh.

Constructor & Destructor Documentation

◆ FSkeletalMeshBuildSettings()

FSkeletalMeshBuildSettings::FSkeletalMeshBuildSettings ( )
inline

Default settings.

Member Function Documentation

◆ operator!=()

bool FSkeletalMeshBuildSettings::operator!= ( const FSkeletalMeshBuildSettings Other) const
inline

Inequality.

◆ operator==()

bool FSkeletalMeshBuildSettings::operator== ( const FSkeletalMeshBuildSettings Other) const
inline

Equality operator.

Member Data Documentation

◆ bComputeWeightedNormals

uint8 FSkeletalMeshBuildSettings::bComputeWeightedNormals

If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

◆ BoneInfluenceLimit

int32 FSkeletalMeshBuildSettings::BoneInfluenceLimit

The maximum number of bone influences to allow each vertex in this mesh to use.

If set higher than the limit determined by the project settings, it has no effect.

If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

◆ bRecomputeNormals

uint8 FSkeletalMeshBuildSettings::bRecomputeNormals

If true, normals in the raw mesh are ignored and recomputed.

◆ bRecomputeTangents

uint8 FSkeletalMeshBuildSettings::bRecomputeTangents

If true, tangents in the raw mesh are ignored and recomputed.

◆ bRemoveDegenerates

uint8 FSkeletalMeshBuildSettings::bRemoveDegenerates

If true, degenerate triangles will be removed.

◆ bUseBackwardsCompatibleF16TruncUVs

uint8 FSkeletalMeshBuildSettings::bUseBackwardsCompatibleF16TruncUVs

If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

◆ bUseFullPrecisionUVs

uint8 FSkeletalMeshBuildSettings::bUseFullPrecisionUVs

If true, UVs will be stored at full floating point precision.

◆ bUseHighPrecisionSkinWeights

uint8 FSkeletalMeshBuildSettings::bUseHighPrecisionSkinWeights

Use 16-bit precision for rendering skin weights, instead of 8-bit precision.

◆ bUseHighPrecisionTangentBasis

uint8 FSkeletalMeshBuildSettings::bUseHighPrecisionTangentBasis

If true, Tangents will be stored at 16 bit vs 8 bit precision.

◆ bUseMikkTSpace

uint8 FSkeletalMeshBuildSettings::bUseMikkTSpace

If true, degenerate triangles will be removed.

◆ MorphThresholdPosition

float FSkeletalMeshBuildSettings::MorphThresholdPosition

Threshold to compare vertex position equality when computing morph target deltas.

◆ ThresholdPosition

float FSkeletalMeshBuildSettings::ThresholdPosition

Threshold use to decide if two vertex position are equal.

◆ ThresholdTangentNormal

float FSkeletalMeshBuildSettings::ThresholdTangentNormal

Threshold use to decide if two normal, tangents or bi-normals are equal.

◆ ThresholdUV

float FSkeletalMeshBuildSettings::ThresholdUV

Threshold use to decide if two UVs are equal.


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