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bool |
bHasSourceNormalMap |
If true, expose the SourceNormalMap and SourceNormalMapUVLayer properties |
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bool |
bHasTargetUVLayer |
If true, expose the TargetUVLayer property |
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HideEditConditionToggle bool |
bProjectionInWorldSpace |
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EditCondition |
Target mesh to sample to |
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EditConditionHides |
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GetOptions |
UV channel to use for the target mesh |
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NoResetToDefault |
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HideEditConditionToggle float |
ProjectionDistance |
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EditConditionHidesTObjectPtr< AActor > |
SourceDynamicMesh |
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HideEditConditionToggle TObjectPtr< UTexture2D > |
SourceNormalMap |
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HideEditConditionToggle FString |
SourceNormalMapUVLayer |
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HideEditConditionToggle EBakeNormalSpace |
SourceNormalSpace |
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EditConditionHidesTObjectPtr< USkeletalMesh > |
SourceSkeletalMesh |
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EditConditionHidesTObjectPtr< UStaticMesh > |
SourceStaticMesh |
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TArray< FString > |
SourceUVLayerNamesList |
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EditConditionHidesTObjectPtr< AActor > |
TargetDynamicMesh |
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EditConditionHidesTObjectPtr< USkeletalMesh > |
TargetSkeletalMesh |
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EditConditionHidesTObjectPtr< UStaticMesh > |
TargetStaticMesh |
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HideEditConditionToggle FString |
TargetUVLayer |
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TArray< FString > |
TargetUVLayerNamesList |
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TransientToolProperty |
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