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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UProxyLODMeshSimplificationSettings
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/ProxyLODMeshSimplificationSettings.h |
Include | #include "Engine/ProxyLODMeshSimplificationSettings.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, Meta=(DisplayName="Hierarchical LOD Mesh Simplification"),
MinimalAPI)
class UProxyLODMeshSimplificationSettings : public UDeveloperSettings
Remarks
Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system).
Variables
Type | Name | Description | |
---|---|---|---|
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FName | ProxyLODMeshReductionModuleName | Mesh reduction plugin to use when simplifying mesh geometry for Hierarchical LOD |
Constructors
Type | Name | Description | |
---|---|---|---|
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UProxyLODMeshSimplificationSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | SetProxyLODMeshReductionModuleName
(
FName InProxyLODMeshReductionModuleName |
Overridden from UDeveloperSettings
Type | Name | Description | |
---|---|---|---|
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FName | Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. | |
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FName | Gets the settings container name for the settings, either Project or Editor |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject interface |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |