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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Struct containing information for a particular LOD level, such as materials and info for when to use it.
| FSkeletalMeshLODInfo & opAssign | ( | FSkeletalMeshLODInfo | Other | ) |
| void SetbAllowCPUAccess | ( | bool | Value | ) |
Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.
| 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 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 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.
| 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.
| 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.
| TArray<FBoneReference> BonesToRemove |
Bones which should be removed from the skeleton for the LOD level.
| FSkeletalMeshBuildSettings BuildSettings |
build settings to apply when building render data.
| float32 LODHysteresis |
Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
| float32 MorphTargetPositionErrorTolerance |
The Morph target position error tolerance in microns. Larger values result in better compression and lower memory footprint, but also lower quality.
| FSkeletalMeshOptimizationSettings ReductionSettings |
Reduction settings to apply when building render data.
| 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.
| 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.
| 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.
| TArray<FSkeletalMeshVertexAttributeInfo> VertexAttributes |
List of vertex attributes to include for rendering and what type they should be.
| float32 WeightOfPrioritization |
How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.