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Old optimization settings.
| Name | FStaticMeshOptimizationSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/StaticMesh.h |
| Include Path | #include "Engine/StaticMesh.h" |
Syntax
USTRUCT ()
struct FStaticMeshOptimizationSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshOptimizationSettings() |
Engine/StaticMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRecalcNormals | bool | Whether Normal smoothing groups should be preserved. If false then NormalsThreshold is used | Engine/StaticMesh.h | |
| MaxDeviationPercentage | float | If ReductionMethod equals SMOT_MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. | Engine/StaticMesh.h | |
| 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. | Engine/StaticMesh.h | |
| NumOfTrianglesPercentage | float | If ReductionMethod equals SMOT_NumOfTriangles this value is the ratio of triangles [0-1] to remove from the mesh | Engine/StaticMesh.h | |
| ReductionMethod | TEnumAsByte< enum EOptimizationType > | The method to use when optimizing the skeletal mesh LOD | Engine/StaticMesh.h | |
| ShadingImportance | uint8 | How important shading quality is. | Engine/StaticMesh.h | |
| SilhouetteImportance | uint8 | How important the shape of the geometry is (EImportanceLevel). | Engine/StaticMesh.h | |
| TextureImportance | uint8 | How important texture density is (EImportanceLevel). | Engine/StaticMesh.h | |
| WeldingThreshold | float | The welding threshold distance. Vertices under this distance will be welded. | Engine/StaticMesh.h |