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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| FSkeletalMeshLODGroupSettings & | opAssign (FSkeletalMeshLODGroupSettings Other) |
Public Attributes | |
LODSetting | |
| float32 | LODHysteresis |
| Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple. | |
| bool | bAllowMeshDeformer |
| Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not. | |
| FPerPlatformFloat | ScreenSize |
| The screen sizes to use for the respective LOD level. | |
Reduction | |
| TArray< FBoneFilter > | BoneList |
| Bones which should be removed from the skeleton for the LOD level. | |
| EBoneFilterActionOption | BoneFilterActionOption |
| Bones which should be removed from the skeleton for the LOD level. | |
| TArray< FName > | BonesToPrioritize |
| Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value. | |
| float32 | WeightOfPrioritization |
| How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing. | |
| UAnimSequence | BakePose |
| Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default. | |
| FSkeletalMeshOptimizationSettings | ReductionSettings |
| The optimization settings to use for the respective LOD level. | |
| TArray< int > | SectionsToPrioritize |
| Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value. | |
| FSkeletalMeshLODGroupSettings & opAssign | ( | FSkeletalMeshLODGroupSettings | Other | ) |
| UAnimSequence BakePose |
Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default.
| bool bAllowMeshDeformer |
Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not.
| EBoneFilterActionOption BoneFilterActionOption |
Bones which should be removed from the skeleton for the LOD level.
| TArray<FBoneFilter> BoneList |
Bones which should be removed from the skeleton for the LOD level.
Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
| float32 LODHysteresis |
Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
| FSkeletalMeshOptimizationSettings ReductionSettings |
The optimization settings to use for the respective LOD level.
| FPerPlatformFloat ScreenSize |
The screen sizes to use for the respective LOD level.
| TArray<int> SectionsToPrioritize |
Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
| float32 WeightOfPrioritization |
How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.