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The Vertex Smoothing strategy used in a Remeshing operation
| Name | EGeometryScriptRemeshSmoothingType |
| Type | enum |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshRemeshFunctions.h |
| Include Path | #include "GeometryScript/MeshRemeshFunctions.h" |
Syntax
enum EGeometryScriptRemeshSmoothingType
{
Uniform = 0,
UVPreserving = 1,
Mixed = 2,
}
Values
| Name | Remarks |
|---|---|
| Uniform | Vertices move towards their 3D one-ring centroids, UVs are ignored. |
| UVPreserving | Vertices move towards the projection of their one-ring centroids onto their normal vectors, preserving UVs |
| Mixed | Similar to UV Preserving, but allows some tangential drift (causing UV distortion) when vertices would otherwise be "stuck" |