| bAdjustNormalmaps |
bool |
If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped). |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Texture
- Meta=(EditCondition="TextureImageFormat != EGLTFTextureImageFormat::None")
|
| BakeMaterialInputs |
EGLTFMaterialBakeMode |
Bake mode determining if and how a material input is baked out to a texture. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportAnimationSequences |
bool |
If enabled, export single animation asset used by a skeletal mesh component. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Animation
- Meta=(EditCondition="bExportVertexSkinWeights")
|
| bExportCameras |
bool |
If enabled, export camera components. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Scene
|
| bExportClearCoatMaterials |
bool |
If enabled, materials with shading model clear coat will be properly exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportClothMaterials |
bool |
If enabled, materials with shading model cloth will be properly exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportEmissiveStrength |
bool |
If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportHiddenInGame |
bool |
If enabled, export actors and components that are flagged as hidden in-game. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Scene
|
| bExportLevelSequences |
bool |
If enabled, export level sequences. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Animation
|
| bExportLightmaps |
bool |
If enabled, export lightmaps (created by Lightmass) when exporting a level. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Texture
- Meta=(EditCondition="TextureImageFormat != EGLTFTextureImageFormat::None")
|
| bExportLights |
bool |
If enabled, export directional, point, and spot light components. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Scene
|
| bExportMorphTargets |
bool |
If enabled, exports Morph Targets. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| bExportPreviewMesh |
bool |
If enabled, the preview mesh for a standalone animation or material asset will also be exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=General
|
| bExportProxyMaterials |
bool |
If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportSourceModel |
bool |
If enabled, exports the SourceModel. If false, exports the Render Data. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| bExportSpecularGlossinessMaterials |
bool |
If enabled, materials using the Importer's SpecularGlossiness material function will be exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportTextureTransforms |
bool |
If enabled, export UV offset and scale/tiling used in materials. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Texture
- Meta=(EditCondition="TextureImageFormat != EGLTFTextureImageFormat::None")
|
| bExportThinTranslucentMaterials |
bool |
If enabled, materials with shading model thin translucency will be exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportUnlitMaterials |
bool |
If enabled, materials with shading model unlit will be properly exported. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bExportVertexColors |
bool |
If enabled, export vertex color. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| bExportVertexSkinWeights |
bool |
If enabled, export vertex bone weights and indices in skeletal meshes. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| bIncludeCopyrightNotice |
bool |
If enabled, the copyright notice from project settings will be included as metadata in the glTF asset. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=General
- AdvancedDisplay
|
| bMakeSkinnedMeshesRoot |
bool |
If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| bSkipNearDefaultValues |
bool |
If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=General
- AdvancedDisplay
|
| bUseImporterMaterialMapping |
bool |
If enabled, materials imported with the Interchange-glTF importer will be directly mapped for the Exporter. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
|
| bUseMeshQuantization |
bool |
If enabled, use quantization for vertex tangents and normals, reducing size. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
|
| DefaultInputBakeSettings |
TMap< EGLTFMaterialPropertyGroup, FGLTFOverrideMaterialBakeSettings > |
Input-specific default bake settings that override the general defaults above. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
- Meta=(EditCondition="BakeMaterialInputs != EGLTFMaterialBakeMode::Disabled")
|
| DefaultLevelOfDetail |
int32 |
Default LOD level used for exporting a mesh. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Mesh
- Meta=(ClampMin="0")
|
| DefaultMaterialBakeFilter |
TEnumAsByte< TextureFilter > |
Default filtering mode used when sampling the baked out texture. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
- Meta=(EditCondition="BakeMaterialInputs != EGLTFMaterialBakeMode::Disabled", ValidEnumValues="TF_Nearest, TF_Bilinear, TF_Trilinear")
|
| DefaultMaterialBakeSize |
FGLTFMaterialBakeSize |
Default size of the baked out texture (containing the material input). |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
- Meta=(EditCondition="BakeMaterialInputs != EGLTFMaterialBakeMode::Disabled")
|
| DefaultMaterialBakeTiling |
TEnumAsByte< TextureAddress > |
Default addressing mode used when sampling the baked out texture. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Material
- Meta=(EditCondition="BakeMaterialInputs != EGLTFMaterialBakeMode::Disabled")
|
| ExportMaterialVariants |
EGLTFMaterialVariantMode |
Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=VariantSets
- Meta=(EditCondition="VariantSetsMode != EGLTFVariantSetsMode::None")
|
| ExportUniformScale |
float |
Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF). |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=General
|
| TextureImageFormat |
EGLTFTextureImageFormat |
Desired image format used for exported textures. |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Texture
|
| TextureImageQuality |
int32 |
Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression). |
Options/GLTFExportOptions.h |
- EditAnywhere
- BlueprintReadWrite
- Config
- Category=Texture
- Meta=(ClampMin="0", ClampMax="100", EditCondition="TextureImageFormat == EGLTFTextureImageFormat::JPEG")
|