# struct
FBoneSettings
No description available.
# Members
Type | Member | Description |
---|---|---|
uint32 | BoneReductionTargetBoneCount | The desired bone count. The range is 0->inf. |
uint8 | BoneReductionTargetBoneCountEnabled | Enable bone count as a reduction target. The reducer will stop when the set bone count has been reached. |
float | BoneReductionTargetBoneRatio | The desired bone reduction ratio. The range is 0->1. |
uint8 | BoneReductionTargetBoneRatioEnabled | Enable bone ratio as a reduction target. The reducer will stop when the set bone-ratio has been reached. |
float | BoneReductionTargetMaxDeviation | The MaxDeviation value, the maximum surface-deviation between the reduced geometry and the original. |
uint8 | BoneReductionTargetMaxDeviationEnabled | Enable max deviation as a reduction target. The reducer will stop when the set max deviation has been reached. |
uint32 | BoneReductionTargetOnScreenSize | The OnScreenSize value, the maximum surface-deviation between the reduced geometry and the original. |
uint8 | BoneReductionTargetOnScreenSizeEnabled | Enable on screen size as a reduction target. The reducer will stop when the set on screen size has been reached. |
EBoneReductionTargetStopCondition | BoneReductionTargetStopCondition | The stop condition for the bone reducer. Any: the reducer will stop when any single one of the set reduction targets have been reached. All: the reducer will stop when all enabled reduction targets have been set. |
uint8 | LimitBonesPerVertex | Decides whether unused bones should be removed. |
int32 | LockBoneSelectionSetID | The ID of the selection set that contains all of the bones that will be locked, and cannot be removed in the BoneLOD process. If a bone is locked, all its ancestors will be locked also. If the ID is -1, then no bones are selected. |
FString | LockBoneSelectionSetName | The name of the selection set that contains all of the bones that will be locked, and cannot be removed in the BoneLOD process. If a bone is locked, all its ancestors will be locked also. If both name and id are set for the locked selection set, the name will be used. |
uint32 | MaxBonePerVertex | Decides the maximum limit of how many bones can be connected to each vertex. If for example set to 1, then each vertex will only be linked to 1 bone. |
int32 | RemoveBoneSelectionSetID | The ID of the selection set that contains all of the bones that will be forced to be removed in the BoneLOD process, UNLESS they are locked. If a bone is set to be removed, all its descendants will be removed also. If both name and id are set for the remove selection set, the name will be used. |
FString | RemoveBoneSelectionSetName | The name of the selection set that contains all of the bones that will be forced to be removed in the BoneLOD process, UNLESS they are locked. If a bone is set to be removed, all its descendants will be removed also. If both name and id are set for the remove selection set, the name will be used. |
uint8 | RemoveUnusedBones | Decides whether unused bones should be removed. |
uint8 | UseBoneReducer | Enables or disables the bone reduction processing that actually removes bones. Even with this flag off, the bones per vertex can still be limited. |