#include <SkeletalMeshLODSettings.h>
◆ FSkeletalMeshLODGroupSettings()
| FSkeletalMeshLODGroupSettings::FSkeletalMeshLODGroupSettings |
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◆ GetReductionSettings()
Get Skeletal mesh optimizations setting structure for the given LOD level
◆ GetScreenSize()
| const float FSkeletalMeshLODGroupSettings::GetScreenSize |
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Get the correct screen size for the given LOD level
◆ GetSettings()
Get Skeletal mesh optimizations setting structure for the given LOD level
◆ USkeletalMeshLODSettings
FSkeletalMeshLODSettings initializes group entries.
◆ 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
Bones which should be removed from the skeleton for the LOD level
◆ 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
The optimization settings to use for the respective LOD level
◆ 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: