| bDetailPreservingSmooth |
bool |
If enabled, Remeshing is limited during Smoothing to avoid wiping out higher-density triangle areas |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Smoothing
- Meta=(DisplayName="Preserve Tri Density", EditConditionHides, HideEditConditionToggle, EditCondition="bIsRemeshingEnabled")
|
| bFreezeTarget |
bool |
When Freeze Target is toggled on, the Brush Target Surface will be Frozen in its current state, until toggled off. |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Sculpting
- Meta=(EditCondition="PrimaryBrushType == EDynamicMeshSculptBrushType::Sculpt || PrimaryBrushType == EDynamicMeshSculptBrushType::SculptMax || PrimaryBrushType == EDynamicMeshSculptBrushType::SculptView || PrimaryBrushType == EDynamicMeshSculptBrushType::Pinch || PrimaryBrushType == EDynamicMeshSculptBrushType::Resample")
|
| bIsRemeshingEnabled |
bool |
This is a dupe of the bool in the tool class. |
DynamicMeshSculptTool.h |
- Meta=(TransientToolProperty)
|
| bPreserveUVFlow |
bool |
If true, try to preserve the shape of the UV/3D mapping. |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Sculpting
|
| PrimaryBrushSpeed |
float |
Strength of the Primary Brush |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Sculpting
- Meta=(DisplayName="Strength", UIMin="0.0", UIMax="1.0", ClampMin="0.0", ClampMax="1.0", EditCondition="PrimaryBrushType != EDynamicMeshSculptBrushType::Pull", ModelingQuickEdit)
|
| PrimaryBrushType |
EDynamicMeshSculptBrushType |
Primary Brush Mode |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Sculpting
- Meta=(DisplayName="Brush Type")
|
| SmoothBrushSpeed |
float |
Strength of Shift-to-Smooth Brushing and Smoothing Brush |
DynamicMeshSculptTool.h |
- EditAnywhere
- Category=Smoothing
- Meta=(DisplayName="Smoothing Strength", UIMin="0.0", UIMax="1.0", ClampMin="0.0", ClampMax="1.0")
|