Add and use Max Mesh Position Error to Build Settings for automatic mesh vertex positions storage

This commit is contained in:
Wojtek Figat
2025-09-12 17:53:14 +02:00
parent b537a80031
commit f323fdb592
4 changed files with 49 additions and 9 deletions

View File

@@ -89,6 +89,12 @@ public:
API_FIELD(Attributes="EditorOrder(2100), EditorDisplay(\"Content\")")
bool SkipDefaultFonts = false;
/// <summary>
/// The maximum acceptable mesh vertex position error (in world units) for data quantization. Use 0 to disable this feature. Affects meshes during import (or reimpport).
/// </summary>
API_FIELD(Attributes="EditorOrder(2200), EditorDisplay(\"Content\"), ValueCategory(Utils.ValueCategory.Distance)")
float MaxMeshPositionError = 0.5f;
/// <summary>
/// If checked, .NET Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS.
/// </summary>