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General options for converting/extracting a mesh from an asset or scene component Options may be ignored where not applicable (for example if the source type does not have LODs)
| Name | FToMeshOptions |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ConversionUtils/SceneComponentToDynamicMesh.h |
| Include Path | #include "ConversionUtils/SceneComponentToDynamicMesh.h" |
Syntax
struct FToMeshOptions
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Default constructor requests max available LOD with normals and tangents | ConversionUtils/SceneComponentToDynamicMesh.h | ||
FToMeshOptions
(
int32 LODIndex, |
LOD index constructor requests specified source model LOD index. | ConversionUtils/SceneComponentToDynamicMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseClosestLOD | bool | Whether to fall back to the most similar LOD if the requested LOD is not available. | ConversionUtils/SceneComponentToDynamicMesh.h | |
| bWantInstanceColors | bool | Whether to request per-instance vertex colors rather than asset colors Note this is only supported for RenderData LODs of Static Mesh components | ConversionUtils/SceneComponentToDynamicMesh.h | |
| bWantNormals | bool | ConversionUtils/SceneComponentToDynamicMesh.h | ||
| bWantTangents | bool | ConversionUtils/SceneComponentToDynamicMesh.h | ||
| LODIndex | int32 | Which LOD to use. Ignored if the LODType is MaxAvailable or HiResSourceModel. | ConversionUtils/SceneComponentToDynamicMesh.h | |
| LODType | EMeshLODType | ConversionUtils/SceneComponentToDynamicMesh.h |