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

#include <SkeletalMeshLODSettings.h>

Public Member Functions

 FSkeletalMeshLODGroupSettings ()
 
ENGINE_API FSkeletalMeshOptimizationSettings GetReductionSettings () const
 
FSkeletalMeshOptimizationSettings GetSettings () const
 
ENGINE_API const float GetScreenSize () const
 

Public Attributes

FPerPlatformFloat ScreenSize
 
float LODHysteresis
 
EBoneFilterActionOption BoneFilterActionOption
 
TArray< FBoneFilterBoneList
 
TArray< FNameBonesToPrioritize
 
TArray< int32SectionsToPrioritize
 
float WeightOfPrioritization
 
TObjectPtr< class UAnimSequenceBakePose
 
FSkeletalMeshOptimizationSettings ReductionSettings
 
bool bAllowMeshDeformer = true
 

Friends

class USkeletalMeshLODSettings
 

Constructor & Destructor Documentation

◆ FSkeletalMeshLODGroupSettings()

FSkeletalMeshLODGroupSettings::FSkeletalMeshLODGroupSettings ( )
inline

Member Function Documentation

◆ GetReductionSettings()

FSkeletalMeshOptimizationSettings FSkeletalMeshLODGroupSettings::GetReductionSettings ( ) const

Get Skeletal mesh optimizations setting structure for the given LOD level

◆ GetScreenSize()

const float FSkeletalMeshLODGroupSettings::GetScreenSize ( ) const

Get the correct screen size for the given LOD level

◆ GetSettings()

FSkeletalMeshOptimizationSettings FSkeletalMeshLODGroupSettings::GetSettings ( ) const
inline

Get Skeletal mesh optimizations setting structure for the given LOD level

Friends And Related Symbol Documentation

◆ USkeletalMeshLODSettings

FSkeletalMeshLODSettings initializes group entries.

Member Data Documentation

◆ BakePose

TObjectPtr<class UAnimSequence> FSkeletalMeshLODGroupSettings::BakePose

Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default

◆ bAllowMeshDeformer

bool FSkeletalMeshLODGroupSettings::bAllowMeshDeformer = true

Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not

◆ BoneFilterActionOption

EBoneFilterActionOption FSkeletalMeshLODGroupSettings::BoneFilterActionOption

Bones which should be removed from the skeleton for the LOD level

◆ BoneList

TArray<FBoneFilter> FSkeletalMeshLODGroupSettings::BoneList

Bones which should be removed from the skeleton for the LOD level

◆ BonesToPrioritize

TArray<FName> FSkeletalMeshLODGroupSettings::BonesToPrioritize

Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.

◆ LODHysteresis

float FSkeletalMeshLODGroupSettings::LODHysteresis

Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.

◆ ReductionSettings

FSkeletalMeshOptimizationSettings FSkeletalMeshLODGroupSettings::ReductionSettings

The optimization settings to use for the respective LOD level

◆ ScreenSize

FPerPlatformFloat FSkeletalMeshLODGroupSettings::ScreenSize

The screen sizes to use for the respective LOD level

◆ SectionsToPrioritize

TArray<int32> FSkeletalMeshLODGroupSettings::SectionsToPrioritize

Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.

◆ WeightOfPrioritization

float FSkeletalMeshLODGroupSettings::WeightOfPrioritization

How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.


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