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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Usd Mesh Asset Options' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| boolean | Use Payload | If true, the mesh data is exported to yet another "payload" file, and referenced via a payload composition arc |
| string | Payload Format | USD format to use for exported payload files |
| boolean | Bake Materials | Whether to bake the mesh's assigned material and export these as separate UsdPreviewSurface assets |
| struct | Material Baking Options | |
| boolean | Export Static Mesh Source Data | If true it means we'll try exporting the source data when exporting static meshes.Not all meshes contain their source data though. If we fail to find any source data, we'll fall back to exporting the render data instead.If false it means we'll export the render data instead: This can be closer to what is seen on the viewport, but it can alsobe the most processed. For example, if the mesh has Nanite enabled this render data may be a much coarser version of thesource mesh.This is only relevant for StaticMeshes, and has no effect on other mesh types (SkeletalMeshes, GeometryCaches, etc.) |
| boolean | Convert Skeletal To Non Skeletal | Whether to convert skeletal data to non-skeletal, ie. skeletal mesh to static mesh, anim sequence to animated mesh |
| integer | Lowest Mesh LOD | Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail) |
| integer | Highest Mesh LOD | Highest of the LOD indices to export static and skeletal meshes with |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Usd Mesh Asset Options |