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Settings used to reduce a mesh.
| Name | FMeshReductionSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/MeshReductionSettings.h |
| Include Path | #include "MeshReductionSettings.h" |
Syntax
USTRUCT (Blueprintable)
struct FMeshReductionSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshReductionSettings() |
Default settings. | MeshReductionSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseLODModel | int32 | MeshReductionSettings.h |
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| bCullOccluded | uint8 | MeshReductionSettings.h |
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| bGenerateUniqueLightmapUVs | uint8 | MeshReductionSettings.h |
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| bKeepSymmetry | uint8 | MeshReductionSettings.h |
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| bRecalculateNormals | uint8 | MeshReductionSettings.h |
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| bVisibilityAided | uint8 | MeshReductionSettings.h |
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| HardAngleThreshold | float | Angle at which a hard edge is introduced between faces. | MeshReductionSettings.h |
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| MaxDeviation | float | The maximum distance in object space by which the reduced mesh may deviate from the original mesh. | MeshReductionSettings.h |
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| MaxNumOfTriangles | uint32 | The maximum number of triangles to retain when using percentage termination criterion. | MeshReductionSettings.h |
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| MaxNumOfVerts | uint32 | The maximum number of vertices to retain when using percentage termination criterion. | MeshReductionSettings.h |
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| PercentTriangles | float | Percentage of triangles to keep. | MeshReductionSettings.h |
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| PercentVertices | float | Percentage of vertices to keep. | MeshReductionSettings.h |
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| PixelError | float | The amount of error in pixels allowed for this LOD. | MeshReductionSettings.h |
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| ShadingImportance | TEnumAsByte< EMeshFeatureImportance::Type > | Higher values try to preserve normals better. | MeshReductionSettings.h |
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| SilhouetteImportance | TEnumAsByte< EMeshFeatureImportance::Type > | Higher values minimize change to border edges. | MeshReductionSettings.h |
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| TerminationCriterion | EStaticMeshReductionTerimationCriterion | The method to use when optimizing static mesh LODs | MeshReductionSettings.h |
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| TextureImportance | TEnumAsByte< EMeshFeatureImportance::Type > | Higher values reduce texture stretching. | MeshReductionSettings.h |
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| VertexColorImportance | TEnumAsByte< EMeshFeatureImportance::Type > | Higher values minimize change to vertex color data. | MeshReductionSettings.h |
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| VisibilityAggressiveness | TEnumAsByte< EMeshFeatureImportance::Type > | Higher values generates fewer samples | MeshReductionSettings.h |
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| WeldingThreshold | float | Threshold in object space at which vertices are welded together. | MeshReductionSettings.h |
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Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMeshReductionSettings& Other |
Inequality. | MeshReductionSettings.h | |
bool operator==
(
const FMeshReductionSettings& Other |
Equality operator. | MeshReductionSettings.h |