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API > API/Plugins > API/Plugins/GeometryScriptingEditor
| Name | FGeometryScriptCreateNewSkeletalMeshAssetOptions |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryScript/CreateNewAssetUtilityFunctions.h |
| Include Path | #include "GeometryScript/CreateNewAssetUtilityFunctions.h" |
Syntax
USTRUCT (BlueprintType )
struct FGeometryScriptCreateNewSkeletalMeshAssetOptions
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
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| bApplyNaniteSettings | bool | Whether to apply the provided Nanite Settings to the new Skeletal Mesh asset. | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| bEnableRecomputeNormals | bool | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| bEnableRecomputeTangents | bool | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| bUseMeshBoneProportions | bool | If true, will use the skeleton proportions (if available) stored in the dynamic mesh. | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| bUseOriginalVertexOrder | bool | Use the original vertex order found in the source data. | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| Materials | TMap< FName, TObjectPtr< UMaterialInterface > > | GeometryScript/CreateNewAssetUtilityFunctions.h |
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| NaniteSettings | FMeshNaniteSettings | Nanite settings to apply to the new Skeletal Mesh Asset, if bApplyNaniteSettings is true | GeometryScript/CreateNewAssetUtilityFunctions.h |
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