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Settings applied when building a mesh.
| Name | FSkeletalMeshBuildSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FSkeletalMeshBuildSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshBuildSettings() |
Default settings. | Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bComputeWeightedNormals | uint8 | If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals. | Engine/EngineTypes.h |
|
| BoneInfluenceLimit | int32 | The maximum number of bone influences to allow each vertex in this mesh to use. | Engine/EngineTypes.h |
|
| bRecomputeNormals | uint8 | If true, normals in the raw mesh are ignored and recomputed. | Engine/EngineTypes.h |
|
| bRecomputeTangents | uint8 | If true, tangents in the raw mesh are ignored and recomputed. | Engine/EngineTypes.h |
|
| bRemoveDegenerates | uint8 | If true, degenerate triangles will be removed. | Engine/EngineTypes.h |
|
| bUseBackwardsCompatibleF16TruncUVs | uint8 | If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes. | Engine/EngineTypes.h |
|
| bUseFullPrecisionUVs | uint8 | If true, UVs will be stored at full floating point precision. | Engine/EngineTypes.h |
|
| bUseHighPrecisionSkinWeights | uint8 | Use 16-bit precision for rendering skin weights, instead of 8-bit precision. | Engine/EngineTypes.h |
|
| bUseHighPrecisionTangentBasis | uint8 | If true, Tangents will be stored at 16 bit vs 8 bit precision. | Engine/EngineTypes.h |
|
| bUseMikkTSpace | uint8 | If true, degenerate triangles will be removed. | Engine/EngineTypes.h |
|
| MorphThresholdPosition | float | Threshold to compare vertex position equality when computing morph target deltas. | Engine/EngineTypes.h |
|
| ThresholdPosition | float | Threshold use to decide if two vertex position are equal. | Engine/EngineTypes.h |
|
| ThresholdTangentNormal | float | Threshold use to decide if two normal, tangents or bi-normals are equal. | Engine/EngineTypes.h |
|
| ThresholdUV | float | Threshold use to decide if two UVs are equal. | Engine/EngineTypes.h |
|
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FSkeletalMeshBuildSettings& Other |
Inequality. | Engine/EngineTypes.h | |
bool operator==
(
const FSkeletalMeshBuildSettings& Other |
Equality operator. | Engine/EngineTypes.h |