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Settings applied when building Nanite data.
| Name | FMeshNaniteSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FMeshNaniteSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshNaniteSettings() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | uint8 | If true, Nanite data will be generated. | Engine/EngineTypes.h |
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| bExplicitTangents | uint8 | Whether to store explicit tangents instead of using the implicitly derived ones. | Engine/EngineTypes.h |
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| bLerpUVs | uint8 | Whether to interpolate UVs when simplifying. | Engine/EngineTypes.h |
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| BoneWeightPrecision | int32 | Blend Weight Precision in bits. -1 is auto. 0 is rigid. | Engine/EngineTypes.h |
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| bSeparable | uint8 | Engine/EngineTypes.h |
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| bVoxelNDF | uint8 | Engine/EngineTypes.h |
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| bVoxelOpacity | uint8 | Engine/EngineTypes.h |
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| DisplacementMaps | TArray< FMeshDisplacementMap > | Engine/EngineTypes.h |
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| DisplacementUVChannel | int32 | UV channel used to sample displacement maps | Engine/EngineTypes.h |
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| FallbackPercentTriangles | float | Percentage of triangles to keep from source mesh for fallback. | Engine/EngineTypes.h |
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| FallbackRelativeError | float | Reduce until at least this amount of error is reached relative to size of the mesh | Engine/EngineTypes.h |
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| FallbackTarget | ENaniteFallbackTarget | Which heuristic to use when generating the fallback mesh. | Engine/EngineTypes.h |
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| GenerateFallback | ENaniteGenerateFallback | Whether fallback mesh should be generated. | Engine/EngineTypes.h |
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| KeepPercentTriangles | float | Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles. | Engine/EngineTypes.h |
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| MaxEdgeLengthFactor | float | Controls the maximum distance allowed between each vertex of the mesh on screen. | Engine/EngineTypes.h |
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| NaniteAssemblyData | FNaniteAssemblyData | Nanite Assembly data set up by the import | Engine/EngineTypes.h |
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| NormalPrecision | int32 | Normal Precision in bits. -1 is auto. | Engine/EngineTypes.h |
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| NumRays | int32 | Number of rays traced per voxel to sample the surface | Engine/EngineTypes.h |
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| PositionPrecision | int32 | Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto. | Engine/EngineTypes.h |
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| RayBackUp | float | Engine/EngineTypes.h |
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| ShapePreservation | ENaniteShapePreservation | Engine/EngineTypes.h |
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| TangentPrecision | int32 | Tangent Precision in bits. -1 is auto. | Engine/EngineTypes.h |
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| TargetMinimumResidencyInKB | uint32 | How much of the resource should always be resident (In KB). | Engine/EngineTypes.h |
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| TrimRelativeError | float | Reduce until at least this amount of error is reached relative to size of the mesh | Engine/EngineTypes.h |
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| VoxelLevel | int32 | Engine/EngineTypes.h |
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Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMeshNaniteSettings& Other |
Inequality operator. | Engine/EngineTypes.h | |
bool operator==
(
const FMeshNaniteSettings& Other |
Equality operator. | Engine/EngineTypes.h |