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TArray< UMaterialInterface * > |
AssetMaterials |
Optional list of materials to initialize the Asset with. If defined, size must be the same as NumMaterialSlots. |
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bool |
bAllowDistanceField |
Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance. |
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bool |
bCreatePhysicsBody |
Controls whether the UBodySetup on the Asset will be created (generally should be true) |
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bool |
bDeferPostEditChange |
By default, PostEditChange() will be called to rebuild mesh, set true to skip this call |
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bool |
bEnableRecomputeNormals |
Controls whether or not the RecomputeNormals option will be enabled on the Asset. |
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bool |
bEnableRecomputeTangents |
Controls whether or not the RecomputeTangents option will be enabled on the Asset. |
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bool |
bGenerateLightmapUVs |
Whether to generate lightmap uvs for the generated mesh. |
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bool |
bGenerateNaniteEnabledMesh |
Whether to generate a nanite-enabled mesh. |
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bool |
bSupportRayTracing |
Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance. |
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ECollisionTraceFlag |
CollisionType |
Set asset collision type |
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FMeshNaniteSettings |
NaniteSettings |
Nanite settings to set on static mesh asset. |
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FString |
NewAssetPath |
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int32 |
NumMaterialSlots |
Number of Material Slots desired on the Asset. At least one will always be created. |
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int32 |
NumSourceModels |
Number of SourceModels (ie LODs) |
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FStaticMeshAssetMeshes |
SourceMeshes |
Optional list of meshes to use to initialize SourceModels. If defined, only one array should be non-empty, and must be the same length as NumSourceModels. |
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UPackage * |
UsePackage |
This package will be used if it is not null, otherwise a new package will be created at NewAssetPath |