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API > API/Runtime > API/Runtime/Engine
| Name | FMeshRayTracingProxySettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FMeshRayTracingProxySettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshRayTracingProxySettings() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | uint8 | If true, Ray Tracing Proxy data will be generated. | Engine/EngineTypes.h |
|
| FallbackPercentTriangles | float | Percentage of triangles to keep from source mesh for fallback. | Engine/EngineTypes.h |
|
| FallbackRelativeError | float | Reduce until at least this amount of error is reached relative to size of the mesh | Engine/EngineTypes.h |
|
| FallbackTarget | ENaniteFallbackTarget | Which heuristic to use when generating the fallback mesh. | Engine/EngineTypes.h |
|
| FoliageOverOcclusionBias | float | A bias to reduce foliage over occlusion in Lumen GI. 0: no adjustment, 1: full strength. | Engine/EngineTypes.h |
|
| LOD1PercentTriangles | float | Engine/EngineTypes.h |
|
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMeshRayTracingProxySettings& Other |
Inequality operator. | Engine/EngineTypes.h | |
bool operator==
(
const FMeshRayTracingProxySettings& Other |
Equality operator. | Engine/EngineTypes.h |