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

Struct containing information for a particular LOD level, such as materials and info for when to use it. More...

Public Member Functions

Functions
void SetbAllowCPUAccess (bool Value)
 Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.
void SetbBuildHalfEdgeBuffers (bool Value)
 If true, we will cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer.
void SetbAllowMeshDeformer (bool Value)
 Whether a Mesh Deformer applied to the mesh asset or Skinned Mesh Component should be used on this LOD or not.
void SetbSupportUniformlyDistributedSampling (bool Value)
 Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.
FSkeletalMeshLODInfo & opAssign (FSkeletalMeshLODInfo Other)

Public Attributes

BuildSettings
FSkeletalMeshBuildSettings BuildSettings
 build settings to apply when building render data.
ReductionSettings
TArray< FSectionReference > 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.
FSkeletalMeshOptimizationSettings ReductionSettings
 Reduction settings to apply when building render data.
TArray< FBoneReference > BonesToRemove
 Bones which should be removed from the skeleton for the LOD level.
TArray< FBoneReference > BonesToPrioritize
 Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.
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.
UAnimSequence BakePoseOverride
 This is used when you are sharing the LOD settings, but you'd like to override the BasePose. This precedes prior to BakePose.
SkeletalMeshLODInfo
float32 LODHysteresis
 Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
ESkinCacheUsage SkinCacheUsage
 How this LOD uses the skin cache feature. Auto will defer to the default project global option. If Support Ray Tracing is enabled on the mesh, will imply Enabled.
float32 MorphTargetPositionErrorTolerance
 The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.
TArray< FSkeletalMeshVertexAttributeInfo > VertexAttributes
 List of vertex attributes to include for rendering and what type they should be.
FPerPlatformFloat ScreenSize
 ScreenSize to display this LOD. The screen size is based around the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen's maximum dimension.

Detailed Description

Struct containing information for a particular LOD level, such as materials and info for when to use it.

Member Function Documentation

◆ opAssign()

◆ SetbAllowCPUAccess()

void SetbAllowCPUAccess ( bool Value)

Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.

◆ SetbAllowMeshDeformer()

void SetbAllowMeshDeformer ( bool Value)

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

◆ SetbBuildHalfEdgeBuffers()

void SetbBuildHalfEdgeBuffers ( bool Value)

If true, we will cache/cook half edge data that provides vertex connectivity information across material sections, which may be useful for other systems like Mesh Deformer.

◆ SetbSupportUniformlyDistributedSampling()

void SetbSupportUniformlyDistributedSampling ( bool Value)

Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. Example usage is uniform spawning of particles.

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.

◆ BakePoseOverride

UAnimSequence BakePoseOverride

This is used when you are sharing the LOD settings, but you'd like to override the BasePose. This precedes prior to BakePose.

◆ BonesToPrioritize

TArray<FBoneReference> BonesToPrioritize

Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.

◆ BonesToRemove

TArray<FBoneReference> BonesToRemove

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

◆ BuildSettings

build settings to apply when building render data.

◆ LODHysteresis

float32 LODHysteresis

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

◆ MorphTargetPositionErrorTolerance

float32 MorphTargetPositionErrorTolerance

The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.

◆ ReductionSettings

Reduction settings to apply when building render data.

◆ ScreenSize

FPerPlatformFloat ScreenSize

ScreenSize to display this LOD. The screen size is based around the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen's maximum dimension.

◆ SectionsToPrioritize

TArray<FSectionReference> SectionsToPrioritize

Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.

◆ SkinCacheUsage

ESkinCacheUsage SkinCacheUsage

How this LOD uses the skin cache feature. Auto will defer to the default project global option. If Support Ray Tracing is enabled on the mesh, will imply Enabled.

◆ VertexAttributes

List of vertex attributes to include for rendering and what type they should be.

◆ WeightOfPrioritization

float32 WeightOfPrioritization

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