G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FSkeletalMeshLODGroupSettings Struct Reference

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ BakePose

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.

◆ bAllowMeshDeformer

bool bAllowMeshDeformer

Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not.

◆ BoneFilterActionOption

EBoneFilterActionOption BoneFilterActionOption

Bones which should be removed from the skeleton for the LOD level.

◆ BoneList

TArray<FBoneFilter> BoneList

Bones which should be removed from the skeleton for the LOD level.

◆ BonesToPrioritize

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.

◆ LODHysteresis

float32 LODHysteresis

Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.

◆ ReductionSettings

The optimization settings to use for the respective LOD level.

◆ ScreenSize

FPerPlatformFloat ScreenSize

The screen sizes to use for the respective LOD level.

◆ SectionsToPrioritize

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.

◆ WeightOfPrioritization

float32 WeightOfPrioritization

How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.