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| Name | FMeshApproximationSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/MeshMerge/MeshApproximationSettings.h |
| Include Path | #include "MeshMerge/MeshApproximationSettings.h" |
Syntax
USTRUCT (Blueprintable)
struct FMeshApproximationSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ApproximationAccuracy | float | Mesh Generation Settings Approximation Accuracy in Meters, will determine (eg) voxel resolution | MeshMerge/MeshApproximationSettings.h |
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| bAllowDistanceField | bool | Whether to allow distance field to be computed for this mesh. | MeshMerge/MeshApproximationSettings.h |
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| BaseCapping | EMeshApproximationBaseCappingType | Optional methods to attempt to close off the bottom of open meshes | MeshMerge/MeshApproximationSettings.h |
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| bAttemptAutoThickening | bool | If enabled, we will attempt to auto-thicken thin parts or flat sheets | MeshMerge/MeshApproximationSettings.h |
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| bEmitFullDebugMesh | bool | If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation. | MeshMerge/MeshApproximationSettings.h |
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| bEnableParallelBaking | bool | If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible. | MeshMerge/MeshApproximationSettings.h |
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| bEnableSimplifyPrePass | bool | If true, a faster mesh simplfication strategy will be used. | MeshMerge/MeshApproximationSettings.h |
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| bEstimateHardNormals | bool | Mesh Normals and Tangents Settings If true, normal angle will be used to estimate hard normals | MeshMerge/MeshApproximationSettings.h |
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| bFillGaps | bool | If true, topological expand/contract is used to try to fill small gaps between objects. | MeshMerge/MeshApproximationSettings.h |
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| bGenerateNaniteEnabledMesh | bool | Output Static Mesh Settings Whether to generate a nanite-enabled mesh | MeshMerge/MeshApproximationSettings.h |
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| bIgnoreTinyParts | bool | If enabled, tiny parts will be excluded from the mesh merging, which can improve performance | MeshMerge/MeshApproximationSettings.h |
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| bOccludeFromBottom | bool | If true, then the OcclusionMethod computation is configured to try to consider downward-facing "bottom" geometry as occluded | MeshMerge/MeshApproximationSettings.h |
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| bPrintDebugMessages | bool | Debug Output Settings If true, print out debugging messages | MeshMerge/MeshApproximationSettings.h |
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| bSupportRayTracing | bool | Whether ray tracing will be supported on this mesh. | MeshMerge/MeshApproximationSettings.h |
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| bUseRenderLODMeshes | bool | Performance Settings If true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data. | MeshMerge/MeshApproximationSettings.h |
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| CaptureFieldOfView | float | MeshMerge/MeshApproximationSettings.h |
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| ClampVoxelDimension | int32 | Maximum allowable voxel count along main directions. | MeshMerge/MeshApproximationSettings.h |
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| CurvatureAlignment | float | This parameter controls alignment of the initial patches to creases in the mesh | MeshMerge/MeshApproximationSettings.h |
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| GapDistance | float | Distance in Meters to expand/contract to fill gaps | MeshMerge/MeshApproximationSettings.h |
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| GeometricDeviation | float | Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance | MeshMerge/MeshApproximationSettings.h |
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| GroundClipping | EMeshApproximationGroundPlaneClippingPolicy | Configure how the final mesh should be clipped with a ground plane, if desired | MeshMerge/MeshApproximationSettings.h |
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| GroundClippingZHeight | float | Z-Height for the ground clipping plane, if enabled | MeshMerge/MeshApproximationSettings.h |
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| HardNormalAngle | float | MeshMerge/MeshApproximationSettings.h |
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| InitialPatchCount | int | Number of initial patches mesh will be split into before computing island merging | MeshMerge/MeshApproximationSettings.h |
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| MaterialSettings | FMaterialProxySettings | Material generation settings | MeshMerge/MeshApproximationSettings.h |
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| MaxAngleDeviation | float | UV islands will not be merged if their average face normals deviate by larger than this amount | MeshMerge/MeshApproximationSettings.h |
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| MergingThreshold | float | Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching | MeshMerge/MeshApproximationSettings.h |
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| MultiSamplingAA | int32 | Material Baking Settings If Value is > 1, Multisample output baked textures by this amount in each direction (eg 4 == 16x supersampling) | MeshMerge/MeshApproximationSettings.h |
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| NaniteFallbackPercentTriangles | float | Percentage of triangles to keep from source Nanite mesh for fallback. | MeshMerge/MeshApproximationSettings.h |
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| NaniteFallbackRelativeError | float | Reduce Nanite fallback mesh until at least this amount of error is reached relative to size of the mesh. | MeshMerge/MeshApproximationSettings.h |
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| NaniteFallbackTarget | ENaniteFallbackTarget | Which heuristic to use when generating the Nanite fallback mesh. | MeshMerge/MeshApproximationSettings.h |
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| NearPlaneDist | float | MeshMerge/MeshApproximationSettings.h |
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| OcclusionMethod | EOccludedGeometryFilteringPolicy | Output Mesh Filtering and Simplification Settings Type of hidden geometry removal to apply | MeshMerge/MeshApproximationSettings.h |
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| OutputType | EMeshApproximationType | Type of output from mesh approximation process | MeshMerge/MeshApproximationSettings.h |
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| RenderCaptureResolution | int32 | If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution | MeshMerge/MeshApproximationSettings.h |
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| SimplifyMethod | EMeshApproximationSimplificationPolicy | Mesh Simplification criteria | MeshMerge/MeshApproximationSettings.h |
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| TargetMinThicknessMultiplier | float | Multiplier on Approximation Accuracy used for auto-thickening | MeshMerge/MeshApproximationSettings.h |
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| TargetTriCount | int32 | Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count | MeshMerge/MeshApproximationSettings.h |
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| TinyPartSizeMultiplier | float | Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension | MeshMerge/MeshApproximationSettings.h |
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| TrianglesPerM | float | Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint | MeshMerge/MeshApproximationSettings.h |
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| UVGenerationMethod | EMeshApproximationUVGenerationPolicy | Mesh UV Generation Settings | MeshMerge/MeshApproximationSettings.h |
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| WindingThreshold | float | Winding Threshold controls hole filling at open mesh borders. | MeshMerge/MeshApproximationSettings.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PostSerialize
(
const FArchive& Ar |
Handles deprecated properties | MeshMerge/MeshApproximationSettings.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMeshApproximationSettings& Other |
Inequality. | MeshMerge/MeshApproximationSettings.h | |
bool operator==
(
const FMeshApproximationSettings& Other |
Equality operator. | MeshMerge/MeshApproximationSettings.h |