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API > API/Plugins > API/Plugins/GLTFExporter > API/Plugins/GLTFExporter/Options > API/Plugins/GLTFExporter/Options/UGLTFProxyOptions
Syntax
UPROPERTY (EditAnywhere, BlueprintReadWrite, Config, Category=Material)
bool bUseThinTranslucentShadingModel
Remarks
If enabled, materials with shading model thin translucency will be used. Conversion is only partial.