| bApplyNaniteSettings |
bool |
Whether to apply the provided Nanite Settings to the new Skeletal Mesh asset. |
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| bEnableRecomputeNormals |
bool |
|
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| bEnableRecomputeTangents |
bool |
|
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| bUseMeshBoneProportions |
bool |
If true, will use the skeleton proportions (if available) stored in the dynamic mesh. |
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| bUseOriginalVertexOrder |
bool |
Use the original vertex order found in the source data. |
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| Materials |
TMap< FName, TObjectPtr< UMaterialInterface > > |
|
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|
| NaniteSettings |
FMeshNaniteSettings |
Nanite settings to apply to the new Skeletal Mesh Asset, if bApplyNaniteSettings is true |
GeometryScript/CreateNewAssetUtilityFunctions.h |
- BlueprintReadWrite
- Category=Options
|