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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SkinnedAssetCommon.h>
Inheritance diagram for FSkeletalMeshLODInfo:Public Member Functions | |
| FSkeletalMeshLODInfo () | |
Struct containing information for a particular LOD level, such as materials and info for when to use it.
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inline |
| TObjectPtr<UAnimSequence> FSkeletalMeshLODInfo::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
| TObjectPtr<UAnimSequence> FSkeletalMeshLODInfo::BakePoseOverride |
This is used when you are sharing the LOD settings, but you'd like to override the BasePose. This precedes prior to BakePose
| uint8 FSkeletalMeshLODInfo::bAllowCPUAccess |
Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.
| uint8 FSkeletalMeshLODInfo::bAllowMeshDeformer |
Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not
| uint8 FSkeletalMeshLODInfo::bBuildHalfEdgeBuffers |
Whether to force cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer. Please note that Half Edge buffers are always built if the Skeletal Mesh Asset has Default Mesh Deformer assigned, and the LOD has AllowMeshDeformer enabled,
| uint8 FSkeletalMeshLODInfo::bHasBeenSimplified |
Whether to disable morph targets for this LOD.
| uint8 FSkeletalMeshLODInfo::bHasPerLODVertexColors |
| TArray<FBoneReference> FSkeletalMeshLODInfo::BonesToPrioritize |
Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
| TArray<FBoneReference> FSkeletalMeshLODInfo::BonesToRemove |
Bones which should be removed from the skeleton for the LOD level
| uint8 FSkeletalMeshLODInfo::bSupportUniformlyDistributedSampling |
Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.
| FSkeletalMeshBuildSettings FSkeletalMeshLODInfo::BuildSettings |
build settings to apply when building render data.
| float FSkeletalMeshLODInfo::LODHysteresis = 0.0f |
Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
Mapping table from this LOD's materials to the USkeletalMesh materials array. section index is the key remapped material index is the value, can be INDEX_NONE for no remapping
| float FSkeletalMeshLODInfo::MorphTargetPositionErrorTolerance = 20.0f |
The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.
| FSkeletalMeshOptimizationSettings FSkeletalMeshLODInfo::ReductionSettings |
Reduction settings to apply when building render data.
| FPerPlatformFloat FSkeletalMeshLODInfo::ScreenSize { 1.0 } |
ScreenSize to display this LOD. The screen size is based around the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen's maximum dimension.
| TArray<FSectionReference> FSkeletalMeshLODInfo::SectionsToPrioritize |
Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
| ESkinCacheUsage FSkeletalMeshLODInfo::SkinCacheUsage = ESkinCacheUsage::Auto |
How this LOD uses the skin cache feature. Auto will defer to the default project global option. If Support Ray Tracing is enabled on the mesh, will imply Enabled
| TArray<FSkeletalMeshVertexAttributeInfo> FSkeletalMeshLODInfo::VertexAttributes |
List of vertex attributes to include for rendering and what type they should be
| float FSkeletalMeshLODInfo::WeightOfPrioritization = 1.0f |
How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.