Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
Include |
#include "SkeletalRenderPublic.h" |
void UpdateSkinWeightBuffer
(
USkinnedMeshComponent * InMeshComponent
)
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. This prevents re-creating the vertex factories, but rather updates the bindings in place.