| bApplyNaniteSettings |
bool |
If enabled, NaniteSettings will be applied to the target Asset if possible |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bCleanAssignedMaterials |
bool |
Whether to apply a cleanup pass to assigned materials fixing invalid material assignments. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bDeferMeshPostEditChange |
bool |
|
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bEmitTransaction |
bool |
|
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bEnableRecomputeNormals |
bool |
|
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bEnableRecomputeTangents |
bool |
|
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bEnableRemoveDegenerates |
bool |
|
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| BoneHierarchyMismatchHandling |
EGeometryScriptBoneHierarchyMismatchHandling |
An option that specifies, for skeletal mesh assets, how mismatches between the existing reference skeleton on the asset, and the bone hierarchy stored on the geometry are handled. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| bRemapBoneIndicesToMatchAsset |
bool |
Deprecated. Use BoneHierarchyMismatchHandling instead. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- AdvancedDisplay
- Category=Deprecated
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| bReplaceMaterials |
bool |
Whether to update the materials on the asset with those in the New Materials array. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
- Meta=(DisplayName="Use New Materials")
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| bUseBuildScale |
bool |
Whether to use the build scale on the target asset. If enabled, the inverse scale will be applied when saving to the asset, and the BuildScale will be preserved. Otherwise, BuildScale will be set to 1.0 on the asset BuildSettings. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
|
| bUseOriginalVertexOrder |
bool |
Use the original vertex order found in the source data. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
|
| GenerateLightmapUVs |
EGeometryScriptGenerateLightmapUVOptions |
Whether to generate lightmap UVs. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| NaniteSettings |
FGeometryScriptNaniteOptions |
Replaced FGeometryScriptNaniteOptions with usage of Engine FMeshNaniteSettings |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Deprecated
- AdvancedDisplay
- Meta=(DisplayName="DEPRECATED NANITE SETTING")
|
| NewMaterials |
TArray< TObjectPtr< UMaterialInterface > > |
New materials to set if Replace Materials is enabled. Ignored otherwise. |
GeometryScript/MeshAssetFunctions.h |
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- BlueprintReadWrite
- Category=Options
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| NewMaterialSlotNames |
TArray< FName > |
Optional slot names for the New Materials. Ignored if not the same length as the New Materials array. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
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| NewMaterialUsage |
ECopyMeshToAssetUseNewMaterialsOptions |
If using New Materials, whether to use them as a full replacement of all asset materials, or just to update the target LOD. |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
|
| NewNaniteSettings |
FMeshNaniteSettings |
Nanite Settings applied to the target Asset, if bApplyNaniteSettings = true |
GeometryScript/MeshAssetFunctions.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Options
- Meta=(DisplayName="Nanite Settings")
|