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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Particles > API/Runtime/Engine/Particles/UParticleModuleRequired
Syntax
UPROPERTY (EditAnywhere, Category=ParticleCutout)
TEnumAsByte < enum ESubUVBoundingVertexCount > BoundingMode
Remarks
More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.