| bProfileCurveIsClosed |
bool |
If true, the last profile curve point will be considered connected to the first. |
CompositionOps/CurveSweepOp.h |
|
| bSharpNormals |
bool |
Whether adjacent triangles should share averaged normals or have their own (to give sharpness) |
CompositionOps/CurveSweepOp.h |
|
| bSweepCurveIsClosed |
bool |
If true, the last sweep point will be considered connected to the first. |
CompositionOps/CurveSweepOp.h |
|
| bUVScaleRelativeWorld |
bool |
If true, UVs are scaled to keep a consistent scale across differently sized geometry. |
CompositionOps/CurveSweepOp.h |
|
| bUVsSkipFullyWeldedEdges |
bool |
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. |
CompositionOps/CurveSweepOp.h |
|
| CapFillMode |
ECapFillMode |
What kind of cap to create. |
CompositionOps/CurveSweepOp.h |
|
| DiagonalTolerance |
double |
When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly. |
CompositionOps/CurveSweepOp.h |
|
| PolygonGroupingMode |
EProfileSweepPolygonGrouping |
|
CompositionOps/CurveSweepOp.h |
|
| ProfileCurve |
TArray< FVector3d > |
Inputs. |
CompositionOps/CurveSweepOp.h |
|
| ProfileVerticesToWeld |
TSet< int32 > |
|
CompositionOps/CurveSweepOp.h |
|
| QuadSplitMode |
EProfileSweepQuadSplit |
|
CompositionOps/CurveSweepOp.h |
|
| SharpNormalAngleTolerance |
double |
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. |
CompositionOps/CurveSweepOp.h |
|
| SweepCurve |
TArray< FFrame3d > |
|
CompositionOps/CurveSweepOp.h |
|
| UnitUVInWorldCoordinates |
double |
When bUVScaleRelativeWorld is true, the size in world coordinates of 1 UV coordinate. |
CompositionOps/CurveSweepOp.h |
|
| UVOffset |
FVector2d |
These values will be added to the generated UV's after applying UVScale. |
CompositionOps/CurveSweepOp.h |
|
| UVScale |
FVector2d |
Generated UV's will be multiplied by these values. |
CompositionOps/CurveSweepOp.h |
|