Member | Type | Offset | Share |
---|---|---|---|
CompressCommandletVersion
Compression version for recompress commandlet, bump this to trigger full recompressed, otherwise only new imported animations will be recompressed |
int32_t | 0x38 | |
KeyEndEffectorsMatchNameArray
List of bone names to treat with higher precision, in addition to any bones with sockets |
TArray<FString> | 0x40 | |
ForceRecompression
If true, this will forcibly recompress every animation, this should not be checked in enabled |
bool | 0x50 | |
bOnlyCheckForMissingSkeletalMeshes | bool | 0x51 | |
bForceBelowThreshold
If true and the existing compression error is greater than Alternative Compression Threshold, then any compression technique (even one that increases the size) with a lower error will be used until it falls below the threshold |
bool | 0x52 | |
bFirstRecompressUsingCurrentOrDefault
If true, then the animation will be first recompressed with it's current compressor if non-NULL, or with the global default compressor (specified in the engine ini) Also known as "Run Current Default Compressor" |
bool | 0x53 | |
bRaiseMaxErrorToExisting
If true and the existing compression error is greater than Alternative Compression Threshold, then Alternative Compression Threshold will be effectively raised to the existing error level |
bool | 0x54 | |
bEnablePerformanceLog
If true, recompression will log performance information |
bool | 0x55 | |
bStripAnimationDataOnDedicatedServer
If true, animation track data will be stripped from dedicated server cooked data |
bool | 0x56 | |
bTickAnimationOnSkeletalMeshInit
If true, pre-4.19 behavior of zero-ticking animations during skeletal mesh init |
bool | 0x57 |