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bool |
bBakeMaterials |
Whether to bake the mesh's assigned material and export these as separate UsdPreviewSurface assets |
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bool |
bConvertSkeletalToNonSkeletal |
Whether to convert skeletal data to non-skeletal, ie. skeletal mesh to static mesh, anim sequence to animated mesh |
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bool |
bExportStaticMeshSourceData |
If true it means we'll try exporting the source data when exporting static meshes. |
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BlueprintReadWrite |
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bool |
bRemoveUnrealMaterials |
Whether to remove the 'unrealMaterial' attribute after binding the corresponding baked material |
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bool |
bUsePayload |
If true, the mesh data is exported to yet another "payload" file, and referenced via a payload composition arc |
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Category |
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config |
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EditAnywhere |
USD format to use for exported payload files |
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int32 |
HighestMeshLOD |
Highest of the LOD indices to export static and skeletal meshes with |
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int32 |
LowestMeshLOD |
Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail) |
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FUsdMaterialBakingOptions |
MaterialBakingOptions |
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meta |
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