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bool |
bProfileCurveIsClosed |
If true, the last profile curve point will be considered connected to the first. |
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bool |
bSharpNormals |
Whether adjacent triangles should share averaged normals or have their own (to give sharpness) |
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bool |
bSweepCurveIsClosed |
If true, the last sweep point will be considered connected to the first. |
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bool |
bUVScaleRelativeWorld |
If true, UVs are scaled to keep a consistent scale across differently sized geometry. |
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bool |
bUVsSkipFullyWeldedEdges |
Whether fully welded edges (welded vertex to welded vertex) in the profile curve should affect the UV layout, since such edges don't generate triangles. |
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ECapFillMode |
CapFillMode |
What kind of cap to create. |
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double |
DiagonalTolerance |
When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly. |
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EProfileSweepPolygonGrouping |
PolygonGroupingMode |
|
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TArray< FVector3d > |
ProfileCurve |
Inputs. |
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TSet< int32 > |
ProfileVerticesToWeld |
|
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EProfileSweepQuadSplit |
QuadSplitMode |
|
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double |
SharpNormalAngleTolerance |
When using sharp normals, the degree difference that adjacent triangles can have in their normals for them to be considered "coplanar" and therefore share normals. |
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TArray< FFrame3d > |
SweepCurve |
|
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double |
UnitUVInWorldCoordinates |
When bUVScaleRelativeWorld is true, the size in world coordinates of 1 UV coordinate. |
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FVector2d |
UVOffset |
These values will be added to the generated UV's after applying UVScale. |
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FVector2d |
UVScale |
Generated UV's will be multiplied by these values. |