| BakePose |
TObjectPtr< UAnimSequence > |
Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| BakePoseOverride |
TObjectPtr< UAnimSequence > |
This is used when you are sharing the LOD settings, but you'd like to override the BasePose. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| bAllowCPUAccess |
uint8 |
Keeps this LODs data on the CPU so it can be used for things such as sampling in FX. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
|
| bAllowMeshDeformer |
uint8 |
Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
|
| bBuildHalfEdgeBuffers |
uint8 |
Whether to force cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
- Meta=(DisplayName="Force Build Half Edge Buffers", EditCondition=bAllowMeshDeformer)
|
| bHasBeenSimplified |
uint8 |
Whether to disable morph targets for this LOD. |
Engine/SkinnedAssetCommon.h |
|
| bHasPerLODVertexColors |
uint8 |
|
Engine/SkinnedAssetCommon.h |
|
| bImportWithBaseMesh |
uint8 |
This boolean specify if the LOD was imported with the base mesh or not. |
Engine/SkinnedAssetCommon.h |
|
| BonesToPrioritize |
TArray< FBoneReference > |
Bones which should be prioritized for the quality, this will be weighted toward keeping source data. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| BonesToRemove |
TArray< FBoneReference > |
Bones which should be removed from the skeleton for the LOD level |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| bSupportUniformlyDistributedSampling |
uint8 |
Mesh supports uniformly distributed sampling in constant time. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- AdvancedDisplay
- Category=SkeletalMeshLODInfo
- Meta=(EditCondition="bAllowCPUAccess")
|
| BuildGUID |
FThreadSafeBuildGUID |
Temporary build GUID data We use this GUID to store the LOD Key so we can know if the LOD needs to be rebuilt This GUID is set when we Cache the render data (build function) |
Engine/SkinnedAssetCommon.h |
|
| BuildSettings |
FSkeletalMeshBuildSettings |
Build settings to apply when building render data. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=BuildSettings
|
| ImportedMorphTargetSourceFilename |
TMap< FString, FMorphTargetImportedSourceFileInfo > |
Store the custom import morph target source file. |
Engine/SkinnedAssetCommon.h |
- VisibleAnywhere
- Category=SkeletalMeshLODInfo
|
| LODHysteresis |
float |
Used to avoid 'flickering' when on LOD boundary. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
- Meta=(DisplayName="LOD Hysteresis")
|
| LODMaterialMap |
TArray< int32 > |
Mapping table from this LOD's materials to the USkeletalMesh materials array. |
Engine/SkinnedAssetCommon.h |
|
| MorphTargetPositionErrorTolerance |
float |
The Morph target position error tolerance in microns. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
- Meta=(UIMin="0.01", ClampMin="0.01", UIMax="10000.0", ClampMax="10000.0")
|
| ReductionSettings |
FSkeletalMeshOptimizationSettings |
Reduction settings to apply when building render data. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| ScreenSize |
FPerPlatformFloat |
ScreenSize to display this LOD. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
|
| SectionsToPrioritize |
TArray< FSectionReference > |
Sections which should be prioritized for the quality, this will be weighted toward keeping source data. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
|
| SkinCacheUsage |
ESkinCacheUsage |
How this LOD uses the skin cache feature. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
|
| SourceImportFilename |
FString |
The filename of the file tha was used to import this LOD if it was not auto generated. |
Engine/SkinnedAssetCommon.h |
- VisibleAnywhere
- Category=SkeletalMeshLODInfo
- AdvancedDisplay
|
| VertexAttributes |
TArray< FSkeletalMeshVertexAttributeInfo > |
List of vertex attributes to include for rendering and what type they should be |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=SkeletalMeshLODInfo
- AdvancedDisplay
- EditFixedSize
- Meta=(NoResetToDefault)
|
| WeightOfPrioritization |
float |
How much to consideration to give BonesToPrioritize and SectionsToPrioritize. |
Engine/SkinnedAssetCommon.h |
- EditAnywhere
- Category=ReductionSettings
- Meta=(UIMin="0.0", ClampMin="0.0")
|