# struct FBoneSettings

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# 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.