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API > API/Editor > API/Editor/SkeletalMeshEditor > API/Editor/SkeletalMeshEditor/USkeletalMeshEditorSubsystem
Description
This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask. We use the UVChannel 0 to find the pixels in the texture.
@Param SkeletalMesh: The skeletalmesh we want to optimize @Param LODIndex: The LOD we want to optimize @Param TextureMask: The texture containing the stripping mask. non black pixel strip triangle, black pixel keep them. @Param Threshold: The threshold we want when comparing the texture value with zero.
| Name | StripLODGeometry |
| Type | function |
| Header File | /Engine/Source/Editor/SkeletalMeshEditor/Public/SkeletalMeshEditorSubsystem.h |
| Include Path | #include "SkeletalMeshEditorSubsystem.h" |
| Source | /Engine/Source/Editor/SkeletalMeshEditor/Private/SkeletalMeshEditorSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | SkeletalMesh")
static bool StripLODGeometry
(
USkeletalMesh * SkeletalMesh,
const int32 LODIndex,
UTexture2D * TextureMask,
const float Threshold
)