#include <NPC_Optimizator_Types.h>
◆ AllowRigidBodyAnimNode
| bool FSDefaultSkeletalMeshSettings::AllowRigidBodyAnimNode = true |
◆ Collision
| ECollisionEnabled::Type FSDefaultSkeletalMeshSettings::Collision = ECollisionEnabled::QueryAndPhysics |
◆ CollisionResponseToChannels
| FCollisionResponseContainer FSDefaultSkeletalMeshSettings::CollisionResponseToChannels |
◆ EnableUpdateRateOptimizations
| bool FSDefaultSkeletalMeshSettings::EnableUpdateRateOptimizations = false |
◆ GenerateOverlapEvents
| bool FSDefaultSkeletalMeshSettings::GenerateOverlapEvents = true |
◆ IsCastShadows
| bool FSDefaultSkeletalMeshSettings::IsCastShadows = true |
◆ IsVisible
| bool FSDefaultSkeletalMeshSettings::IsVisible = true |
◆ MaxDrawDistance
| float FSDefaultSkeletalMeshSettings::MaxDrawDistance = 12000.f |
◆ PerBoneMotionBlur
| bool FSDefaultSkeletalMeshSettings::PerBoneMotionBlur = true |
◆ SkipBoundsUpdateWhenInterpolating
| bool FSDefaultSkeletalMeshSettings::SkipBoundsUpdateWhenInterpolating = false |
◆ SkipKinematicUpdateWhenInterpolating
| bool FSDefaultSkeletalMeshSettings::SkipKinematicUpdateWhenInterpolating = false |
◆ VisibilityBasedAnimTickOption
| EVisibilityBasedAnimTickOption FSDefaultSkeletalMeshSettings::VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones |
The documentation for this struct was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/NPCOptimizator/Source/NPC_Optimizator/Public/NPC_Optimizator_Types.h