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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FTriangleMeshImplicitObject
| Name | FBuildSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/TriangleMeshImplicitObject.h |
| Include Path | #include "Chaos/TriangleMeshImplicitObject.h" |
Syntax
struct FBuildSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBuildSettings() |
Chaos/TriangleMeshImplicitObject.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PerFaceBounds | FTrimeshBVH::EPerFaceBoundsRepresentation | Whether to store "quantized" bounds per triangle, instead of full vectorized bounds This can save roughly 40% memory for the in-RAM representation of the triangle mesh, for some additional access cost (depending on the platform) | Chaos/TriangleMeshImplicitObject.h |