| BaseLODDistance |
float |
Distances where each LOD becomes relevant |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Config
|
| BufferHysteresisOnDistancePercentage |
float |
|
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Meta=(ClampMin="0.0", UIMin="0.0")
- Config
|
| DistanceToFrustum |
float |
Entities within this distance from frustum will be considered visible. Expressed in Unreal Units. |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Meta=(ClampMin="0.0", UIMin="0.0")
- Config
|
| DistanceToFrustumHysteresis |
float |
Once visible how much further than DistanceToFrustum does the entities need to be before being cull again Once an entity is visible how far away from frustum does it need to get to lose "visible" state. |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Meta=(ClampMin="0.0", UIMin="0.0")
- Config
|
| FilterTag |
TObjectPtr< UScriptStruct > |
Filter these settings with specified tag |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Meta=(BaseStruct="/Script/MassEntity.MassTag")
|
| LODMaxCount |
int32 |
Maximum limit for each entity per LOD |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Config
|
| VisibleLODDistance |
float |
|
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|LOD"
- Config
|