Unreal Engine Blueprint API Reference > Utilities > Struct
Adds a node that breaks a 'SkeletalMeshBuildSettings' into its member fields
Inputs
Type | Name | Description |
---|---|---|
struct | Skeletal Mesh Build Settings |
Outputs
Type | Name | Description |
---|---|---|
boolean | Recompute Normals | If true, normals in the raw mesh are ignored and recomputed. |
boolean | Recompute Tangents | If true, tangents in the raw mesh are ignored and recomputed. |
boolean | Use Mikk TSpace | If true, degenerate triangles will be removed. |
boolean | Compute Weighted Normals | If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals. |
boolean | Remove Degenerates | If true, degenerate triangles will be removed. |
boolean | Use High Precision Tangent Basis | If true, Tangents will be stored at 16 bit vs 8 bit precision. |
boolean | Use High Precision Skin Weights | Use 16-bit precision for rendering skin weights, instead of 8-bit precision. |
boolean | Use Full Precision UVs | If true, UVs will be stored at full floating point precision. |
boolean | Use Backwards Compatible F16Trunc UVs | If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes. |
real | Threshold Position | Threshold use to decide if two vertex position are equal. |
real | Threshold Tangent Normal | Threshold use to decide if two normal, tangents or bi-normals are equal. |
real | Threshold UV | Threshold use to decide if two UVs are equal. |
real | Morph Threshold Position | Threshold to compare vertex position equality when computing morph target deltas. |
integer | Bone Influence Limit | The maximum number of bone influences to allow each vertex in this mesh to use.If set higher than the limit determined by the project settings, it has no effect.If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting. |