Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
Include |
#include "Rendering/SkeletalMeshLODModel.h" |
struct FSkelMeshSection
A set of skeletal mesh triangles which use the same material
Name | Description | ||
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BaseIndex |
The offset of this section's indices in the LOD's index buffer. |
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BaseVertexIndex |
The offset into the LOD's vertex buffer of this section's vertices. |
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bCastShadow |
This section will cast shadow |
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bDisabled |
If disabled, we won't render this section |
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BoneMap |
The bones which are used by the vertices of this section. |
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bRecomputeTangent |
This section will recompute tangent in runtime |
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uint8: 1 |
bSelected |
Is this mesh selected? |
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bUse16BitBoneIndex |
Whether to store bone indices as 16 bit or 8 bit in vertex buffer for rendering. |
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ChunkedParentSectionIndex |
If this section was produce because of BONE chunking, the parent section index will be valid. |
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ClothingData |
Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true |
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ClothMappingData |
The extra vertex data for mapping to an APEX clothing simulation mesh. |
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CorrespondClothAssetIndex |
INDEX_NONE if not set. |
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GenerateUpToLodIndex |
The LOD index at which any generated lower quality LODs will include this section. |
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MaterialIndex |
Material (texture) used for this section. |
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MaxBoneInfluences |
Max # of bones used to skin the vertices in this section |
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NumTriangles |
The number of triangles in this section. |
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NumVertices |
Number of vertices in this section (size of SoftVertices array). Available in non-editor builds. |
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OriginalDataSectionIndex |
This represent the original section index in the imported data. |
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OverlappingVertices |
Map between a vertex index and all vertices that share the same position |
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RecomputeTangentsVertexMaskChannel |
Vertex color channel to mask recompute tangents. R=0,G=1 (default),B=2 |
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SoftVertices |
The soft vertices of this section. |
Name | Description | |
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FSkelMeshSection() |
Name | Description | ||
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CalcMaxBoneInfluences() |
Calculate max # of bone influences used by this skel mesh section |
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CalcUse16BitBoneIndex() |
Calculate if this skel mesh section needs 16-bit bone indices |
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GetMaxBoneInfluences() |
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GetNumVertices() |
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GetVertexBufferIndex() |
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HasClothingData() |
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Use16BitBoneIndex() |
Name | Description | ||
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bLegacyClothingSection_DEPRECATED |
This is set for old 'duplicate' sections that need to get removed on load |
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CorrespondClothSectionIndex_DEPRECATED |
Corresponding Section Index will be enabled when this section is disabled because corresponding cloth section will be shown instead of this or disabled section index when this section is enabled for cloth simulation |