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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UDEPRECATED_EditorSkeletalMeshLi-
References
| Module | EditorScriptingUtilities |
| Header | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h |
| Include | #include "EditorSkeletalMeshLibrary.h" |
| Source | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Editor Scripting &124; SkeletalMesh", Meta&61;&40;ScriptMethod&41;&41;
static bool StripLODGeometry
&40;
USkeletalMesh &42; SkeletalMesh,
const int32 LODIndex,
UTexture2D &42; TextureMask,
const float Threshold
&41;
Remarks
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.
SkeletalMesh: The skeletalmesh we want to optimize LODIndex: The LOD we want to optimize TextureMask: The texture containing the stripping mask. non black pixel strip triangle, black pixel keep them. Threshold: The threshold we want when comparing the texture value with zero.