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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD. More...
Public Member Functions | |
Functions | |
| void | SetbSupportUniformlyDistributedSampling (bool Value) |
| Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. | |
| FSkeletalMeshSamplingRegion & | opAssign (FSkeletalMeshSamplingRegion Other) |
Public Attributes | |
Region | |
| int | LODIndex |
| The LOD of the mesh that this region applies to. | |
| TArray< FSkeletalMeshSamplingRegionMaterialFilter > | MaterialFilters |
| Filters to determine which triangles to include in this region based on material. | |
| TArray< FSkeletalMeshSamplingRegionBoneFilter > | BoneFilters |
| Filters to determine which triangles and bones to include in this region based on bone. | |
| FName | Name |
| Name of this region that users will reference. | |
Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.
| FSkeletalMeshSamplingRegion & opAssign | ( | FSkeletalMeshSamplingRegion | Other | ) |
| void SetbSupportUniformlyDistributedSampling | ( | bool | Value | ) |
Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle.
| TArray<FSkeletalMeshSamplingRegionBoneFilter> BoneFilters |
Filters to determine which triangles and bones to include in this region based on bone.
| int LODIndex |
The LOD of the mesh that this region applies to.
| TArray<FSkeletalMeshSamplingRegionMaterialFilter> MaterialFilters |
Filters to determine which triangles to include in this region based on material.
| FName Name |
Name of this region that users will reference.