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UnrealEngine/Engine/Source/Runtime/MeshConversion/Public/MeshConversionOptions.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

49 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
struct FConversionToMeshDescriptionOptions
{
public:
/** Should triangle groups be transfered to MeshDescription via custom PolyTriGroups attribute */
bool bSetPolyGroups = true;
/** Should Positions of vertices in MeshDescription be updated */
bool bUpdatePositions = true;
/** Should normals of MeshDescription be updated, if available and relevant */
bool bUpdateNormals = true;
/** Should Tangents and BiTangentSign of MeshDescription be updated, if available and relevant */
bool bUpdateTangents = false;
/** Should UVs of MeshDescription be updated, if available and relevant */
bool bUpdateUVs = false;
/** Should Vertex Colors of MeshDescription be updated, if available and relevant */
bool bUpdateVtxColors = false;
/** Should Vertex Colors of MeshDescription be transformed from SRGB to Linear */
bool bTransformVtxColorsSRGBToLinear = true;
/** Should the mesh be put back in the original non-manifold state, if the information is present */
bool bConvertBackToNonManifold = false;
/** Should normal seams be tagged as hard edges in the mesh description */
bool bSetHardEdgesFromNormalSeams = true;
//
// utility functions for common configuration cases
//
void SetToVertexColorsOnly()
{
bSetPolyGroups = bUpdatePositions = bUpdateNormals = bUpdateTangents = bUpdateUVs = false;
bUpdateVtxColors = true;
}
};