| BaseLOD |
int32 |
Base LOD index to generate this LOD. By default, we generate from LOD 0 |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
|
| bEnforceBoneBoundaries |
uint8 |
Penalize edge collapse between vertices that have different major bones. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Enforce Bone Boundaries")
|
| bImproveTrianglesForCloth |
uint8 |
Better distribution of triangles on 2d meshes, such as flat cloth, but at the cost of potentially worse UVs in those areas. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
|
| bLockColorBounaries |
uint8 |
Disallow edge collapse when the vertices do not have a common color |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Lock Vertex Color Boundaries")
|
| bLockEdges |
uint8 |
Preserve cuts in the mesh surface by locking vertices in place. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Lock Mesh Edges")
|
| bMergeCoincidentVertBones |
uint8 |
If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Merge Coincident Vertices Bones")
|
| bRecalcNormals |
uint8 |
Whether Normal smoothing groups should be preserved. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Recompute Normal")
|
| bRemapMorphTargets |
uint8 |
Remap the morph targets from the base LOD onto the reduce LOD. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
|
| MaxBonesPerVertex |
int32 |
Maximum number of bones that can be assigned to each vertex. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Max Bones Influence", ClampMin=1)
|
| MaxDeviationPercentage |
float |
If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
|
| MaxNumOfTriangles |
uint32 |
The maximum number of triangles to retain |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Max Triangle Count", ClampMin=4)
|
| MaxNumOfTrianglesPercentage |
uint32 |
The maximum number of triangles to retain when using percentage termination criterion. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Max Triangle Count", ClampMin=4, UIMin="4")
|
| MaxNumOfVerts |
uint32 |
The maximum number of vertices to retain |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Max Vertex Count", ClampMin=6)
|
| MaxNumOfVertsPercentage |
uint32 |
The maximum number of vertices to retain when using percentage termination criterion. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Max Vertex Count", ClampMin=6, UIMin="6")
|
| NormalsThreshold |
float |
If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Hard Edge Angle", EditCondition="bRecalcNormals")
|
| NumOfTrianglesPercentage |
float |
The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Percent of Triangles")
|
| NumOfVertPercentage |
float |
The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
- Meta=(DisplayName="Percent of Vertices")
|
| OnDeleteLODModelDelegate |
FOnDeleteLODModelOverride |
Transient mutable delegate. If the delegate is bound, the reduction will call it instead of deleting the replaced LODModel. It will be then the delegate owner responsible of the LODModel memory. |
SkeletalMeshReductionSettings.h |
|
| ReductionMethod |
TEnumAsByte< enum SkeletalMeshOptimizationType > |
The method to use when optimizing the skeletal mesh LOD |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
|
| ShadingImportance |
TEnumAsByte< enum SkeletalMeshOptimizationImportance > |
How important shading quality is. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Shading")
|
| SilhouetteImportance |
TEnumAsByte< enum SkeletalMeshOptimizationImportance > |
How important the shape of the geometry is. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Silhouette")
|
| SkinningImportance |
TEnumAsByte< enum SkeletalMeshOptimizationImportance > |
How important skinning quality is. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Skinning")
|
| TerminationCriterion |
TEnumAsByte< enum SkeletalMeshTerminationCriterion > |
The method to use when optimizing the skeletal mesh LOD |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=ReductionMethod
|
| TextureImportance |
TEnumAsByte< enum SkeletalMeshOptimizationImportance > |
How important texture density is. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Texture")
|
| VolumeImportance |
float |
Default value of 1 attempts to preserve volume. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
- Meta=(DisplayName="Volumetric Correction", ClampMin=0, ClampMax=2)
|
| WeldingThreshold |
float |
The welding threshold distance. Vertices under this distance will be welded. |
SkeletalMeshReductionSettings.h |
- EditAnywhere
- Category=FSkeletalMeshOptimizationSettings
|