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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 | |
| FSkeletalMeshBuildSettings () | |
| bool | operator== (const FSkeletalMeshBuildSettings &Other) const |
| bool | operator!= (const FSkeletalMeshBuildSettings &Other) const |
Settings applied when building a mesh.
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inline |
Default settings.
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inline |
Inequality.
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inline |
Equality operator.
| 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.
| 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.
| uint8 FSkeletalMeshBuildSettings::bRecomputeNormals |
If true, normals in the raw mesh are ignored and recomputed.
| uint8 FSkeletalMeshBuildSettings::bRecomputeTangents |
If true, tangents in the raw mesh are ignored and recomputed.
| uint8 FSkeletalMeshBuildSettings::bRemoveDegenerates |
If true, degenerate triangles will be removed.
| uint8 FSkeletalMeshBuildSettings::bUseBackwardsCompatibleF16TruncUVs |
If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.
| uint8 FSkeletalMeshBuildSettings::bUseFullPrecisionUVs |
If true, UVs will be stored at full floating point precision.
| uint8 FSkeletalMeshBuildSettings::bUseHighPrecisionSkinWeights |
Use 16-bit precision for rendering skin weights, instead of 8-bit precision.
| uint8 FSkeletalMeshBuildSettings::bUseHighPrecisionTangentBasis |
If true, Tangents will be stored at 16 bit vs 8 bit precision.
| uint8 FSkeletalMeshBuildSettings::bUseMikkTSpace |
If true, degenerate triangles will be removed.
| float FSkeletalMeshBuildSettings::MorphThresholdPosition |
Threshold to compare vertex position equality when computing morph target deltas.
| float FSkeletalMeshBuildSettings::ThresholdPosition |
Threshold use to decide if two vertex position are equal.
| float FSkeletalMeshBuildSettings::ThresholdTangentNormal |
Threshold use to decide if two normal, tangents or bi-normals are equal.
| float FSkeletalMeshBuildSettings::ThresholdUV |
Threshold use to decide if two UVs are equal.