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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Mesh Nanite Settings' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| boolean | Enabled | If true, Nanite data will be generated. |
| boolean | Explicit Tangents | Whether to store explicit tangents instead of using the implicitly derived ones. |
| boolean | Lerp UVs | Whether to interpolate UVs when simplifying.Should be enabled whenever possible.For real UV coordinates this allows calculating the lowest error optimal UVs for new vertices when simplifying,assuming the UVs are used as normal texture coordinates and will interpolate across the face of the triangles.Disable if data stored in UVs isn't valid to interpolate, for example if indexes are stored in UVs.Lerping an index doesn't make sense and would break the shader trying to use it.Note: If disabled, error from UVs is no longer accounted for when Nanite selects the LOD to render becauseerror due to arbitrary vertex attributes that aren't interpolatable can't be generally reasoned about. |
| boolean | Separable | |
| boolean | Voxel NDF | |
| boolean | Voxel Opacity | |
| enum | Shape Preservation | |
| integer | Position Precision | Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto. |
| integer | Normal Precision | Normal Precision in bits. -1 is auto. |
| integer | Tangent Precision | Tangent Precision in bits. -1 is auto. |
| integer | Bone Weight Precision | Blend Weight Precision in bits. -1 is auto. 0 is rigid. |
| real | Keep Percent Triangles | Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles. |
| real | Trim Relative Error | Reduce until at least this amount of error is reached relative to size of the mesh |
| enum | Generate Fallback Mesh | Whether fallback mesh should be generated. |
| enum | Fallback Target | Which heuristic to use when generating the fallback mesh. |
| real | Fallback Percent Triangles | Percentage of triangles to keep from source mesh for fallback. 1.0 = no reduction, 0.0 = no triangles. |
| real | Fallback Relative Error | Reduce until at least this amount of error is reached relative to size of the mesh |
| real | Max Edge Length Factor | Controls the maximum distance allowed between each vertex of the mesh on screen. Can be used to prevent oversimplificationof meshes that are intended to be deformed (e.g. animation using World Position Offset, Spline Mesh Component, etc.).Should be left at default of 0 unless explicitly needed to fix oversimplification issues. |
| integer | Num Rays | Number of rays traced per voxel to sample the surface |
| integer | Voxel Level | |
| real | Ray Back Up | |
| integer | Displacement UVChannel | UV channel used to sample displacement maps |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Mesh Nanite Settings |