#include <SkeletalMeshReductionSettings.h>
FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.
◆ FSkeletalMeshOptimizationSettings()
| FSkeletalMeshOptimizationSettings::FSkeletalMeshOptimizationSettings |
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◆ BaseLOD
| int32 FSkeletalMeshOptimizationSettings::BaseLOD |
Base LOD index to generate this LOD. By default, we generate from LOD 0
◆ bEnforceBoneBoundaries
| uint8 FSkeletalMeshOptimizationSettings::bEnforceBoneBoundaries |
Penalize edge collapse between vertices that have different major bones. This will help articulated segments like tongues but can lead to undesirable results under extreme simplification
◆ bImproveTrianglesForCloth
| uint8 FSkeletalMeshOptimizationSettings::bImproveTrianglesForCloth |
Better distribution of triangles on 2d meshes, such as flat cloth, but at the cost of potentially worse UVs in those areas. This generally has little or no effect for mesh regions that aren't laid out on a plane intersecting the origin such as the xy-plane. When this is disabled, the planar regions may simplify to fewer large triangles.
◆ bLockColorBounaries
| uint8 FSkeletalMeshOptimizationSettings::bLockColorBounaries |
Disallow edge collapse when the vertices do not have a common color
◆ bLockEdges
| uint8 FSkeletalMeshOptimizationSettings::bLockEdges |
Preserve cuts in the mesh surface by locking vertices in place. Increases the quality of the simplified mesh at edges at the cost of more triangles
◆ bMergeCoincidentVertBones
| uint8 FSkeletalMeshOptimizationSettings::bMergeCoincidentVertBones |
If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights. This can fix cracks when the characters animate.
◆ bRecalcNormals
| uint8 FSkeletalMeshOptimizationSettings::bRecalcNormals |
Whether Normal smoothing groups should be preserved. If true then Hard Edge Angle (NormalsThreshold) is used
◆ bRemapMorphTargets
| uint8 FSkeletalMeshOptimizationSettings::bRemapMorphTargets |
◆ MaxBonesPerVertex
| int32 FSkeletalMeshOptimizationSettings::MaxBonesPerVertex |
Maximum number of bones that can be assigned to each vertex.
◆ MaxDeviationPercentage
| float FSkeletalMeshOptimizationSettings::MaxDeviationPercentage |
If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. In code, it ranges from [0, 1]. In the editor UI, it ranges from [0, 100]
◆ MaxNumOfTriangles
| uint32 FSkeletalMeshOptimizationSettings::MaxNumOfTriangles |
The maximum number of triangles to retain
◆ MaxNumOfVerts
| uint32 FSkeletalMeshOptimizationSettings::MaxNumOfVerts |
The maximum number of vertices to retain
◆ NormalsThreshold
| float FSkeletalMeshOptimizationSettings::NormalsThreshold |
If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles. Set in degrees. This is only used when bRecalcNormals is set to true
◆ NumOfTrianglesPercentage
| float FSkeletalMeshOptimizationSettings::NumOfTrianglesPercentage |
The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent
◆ NumOfVertPercentage
| float FSkeletalMeshOptimizationSettings::NumOfVertPercentage |
The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent
◆ ReductionMethod
The method to use when optimizing the skeletal mesh LOD
◆ ShadingImportance
How important shading quality is.
◆ SilhouetteImportance
How important the shape of the geometry is.
◆ SkinningImportance
How important skinning quality is.
◆ TerminationCriterion
The method to use when optimizing the skeletal mesh LOD
◆ TextureImportance
How important texture density is.
◆ VolumeImportance
| float FSkeletalMeshOptimizationSettings::VolumeImportance |
Default value of 1 attempts to preserve volume. Smaller values will loose volume by flattening curved surfaces, and larger values will accentuate curved surfaces.
◆ WeldingThreshold
| float FSkeletalMeshOptimizationSettings::WeldingThreshold |
The welding threshold distance. Vertices under this distance will be welded.
The documentation for this struct was generated from the following file: