classunreal.SkeletalMeshMergeParams(mesh_section_mappings:None=[],uv_transforms_per_mesh:None=[],meshes_to_merge:None=[],strip_top_lods:int=0,needs_cpu_access:bool=False,skeleton_before:bool=False,skeleton:Skeleton=Ellipsis)¶ Bases:StructBase Struct containing all parameters used to perform a...
FSkeletalMeshMerge ( USkeletalMesh* InMergeMesh, const TArray< USkeletalMesh* >& InSrcMeshList, const TArray< FSkelMeshMergeSectionMapping >& InForceSectionMapping, int32 StripTopLODs, EMeshBufferAccess MeshBufferAccess, PRAGMA_DISABLE_DEPRECATION_WARNINGS FSkelMeshMergeUVTransforms* InSectionUVTra...
合并(Merge): 允许将多个网格合并为一个,从而简化复杂场景的管理和渲染。 从点附加网格(Append Meshes from Points): 通过指定的点坐标,将新的网格附加到现有网格上,方便创建复杂形状。 生成动态网格(Spawn Dynamic Mesh): 可以在运行时生成新的动态网格,为游戏中的动态元素提供支持。 调试节点支持: 提供调试功能,...
FSkeletalMeshSceneProxy会根据不同的LOD索引,给每个Section网格添加一个FMeshBatch,每个FMeshBatch只有一个FMeshBatchElement实例 FMeshBatch到FMeshDrawCommand收集完动态的MeshElement,紧接着会调用SetupMeshPass来创建FMeshPassProcessor void FSceneRenderer::SetupMeshPass涉及的EMeshPass枚举定义 MeshPassProcessor.hname...
First, open the Skeletal Mesh you wish to generate LODs for. In the Asset Details panel of the Skeletal Mesh Editor, navigate to the LOD Settings section.With the Number of LODs property you can define how many LODs you wish to generate....
Meshes will be imported directly to the format with the ability to preserve higher-level mesh representations, such as quads or edge hardness. Currently, these are lost when importing a Static or Skeletal Mesh. The new mesh format is structured internally so that modifications can be made in re...
Apply Mesh Additive Aim Offset All Skeletal Control nodes Whenever the Skeletal Mesh instance drops below this LOD, the node will not execute. New: Per-Animation Compression Settings You can now set animation compression on a per-animation basis. Choosing...
a.SkinWeightProfile.DefaultLODOverrideOverride LOD index from which on the default Skin Weight Profile should override the Skeletal Mesh's default Skin Weights a.SkinWeightProfile.LoadByDefaultModeEnables/disables run-time optimization to override the original skin weights with a profile designated as ...
This snippet shows how to build a new StaticMesh by combining multiple ones. It could be very handy in case of wrongly exported models, or as an optimization. The mesh_merge() function takes an optional parameter 'merge_materials' to instruct the script to generate a material slot for ea...
a.SkinWeightProfile.DefaultLODOverrideOverride LOD index from which on the default Skin Weight Profile should override the Skeletal Mesh's default Skin Weights a.SkinWeightProfile.LoadByDefaultModeEnables/disables run-time optimization to override the original skin weights with a profile designated as ...