Open 3D Engine EMotionFX Gem API Reference 23.10.0
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EMotionFX::Importer::ActorSettings Struct Reference

#include <Importer.h>

Public Member Functions

void OptimizeForServer ()
 

Public Attributes

bool m_loadLimits = true
 
bool m_loadSkeletalLoDs = true
 
bool m_loadMorphTargets = true
 
bool m_dualQuatSkinning = false
 
bool m_makeGeomLoDsCompatibleWithSkeletalLoDs = false
 
bool m_unitTypeConvert = true
 
bool m_loadSimulatedObjects = true
 
bool m_optimizeForServer = false
 
uint32 m_threadIndex = 0
 
AZStd::vector< uint32 > m_chunkIDsToIgnore
 

Detailed Description

The actor load settings. You can pass such struct to the LoadActor method.

Member Function Documentation

◆ OptimizeForServer()

void EMotionFX::Importer::ActorSettings::OptimizeForServer ( )
inline

If the actor need to be optimized for server, will overwrite a few other actor settings.

Member Data Documentation

◆ m_chunkIDsToIgnore

AZStd::vector<uint32> EMotionFX::Importer::ActorSettings::m_chunkIDsToIgnore

Add chunk ID's to this array. Chunks with these ID's will not be processed.

◆ m_dualQuatSkinning

bool EMotionFX::Importer::ActorSettings::m_dualQuatSkinning = false

Set to true if you wish to enable software skinning using dual quaternions.

◆ m_loadLimits

bool EMotionFX::Importer::ActorSettings::m_loadLimits = true

Set to false if you wish to disable loading of joint limits.

◆ m_loadMorphTargets

bool EMotionFX::Importer::ActorSettings::m_loadMorphTargets = true

Set to false if you wish to disable loading any morph targets.

◆ m_loadSimulatedObjects

bool EMotionFX::Importer::ActorSettings::m_loadSimulatedObjects = true

Set to false if you wish to disable loading of simulated objects.

◆ m_loadSkeletalLoDs

bool EMotionFX::Importer::ActorSettings::m_loadSkeletalLoDs = true

Set to false if you wish to disable loading of skeletal LOD levels.

◆ m_makeGeomLoDsCompatibleWithSkeletalLoDs

bool EMotionFX::Importer::ActorSettings::m_makeGeomLoDsCompatibleWithSkeletalLoDs = false

Set to true if you wish to disable the process that makes sure no skinning influences are mapped to disabled bones. Default is false.

◆ m_optimizeForServer

bool EMotionFX::Importer::ActorSettings::m_optimizeForServer = false

Set to true if you witsh to optimize this actor to be used on server.

◆ m_unitTypeConvert

bool EMotionFX::Importer::ActorSettings::m_unitTypeConvert = true

Set to false to disable automatic unit type conversion (between cm, meters, etc). On default this is enabled.


The documentation for this struct was generated from the following file: