FSkelMeshSection

A set of skeletal mesh triangles which use the same material

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h

Include

#include "Rendering/SkeletalMeshLODModel.h"

Syntax

struct FSkelMeshSection

Remarks

A set of skeletal mesh triangles which use the same material

Variables

Name Description

Public variable

uint32

 

BaseIndex

The offset of this section's indices in the LOD's index buffer.

Public variable

uint32

 

BaseVertexIndex

The offset into the LOD's vertex buffer of this section's vertices.

Public variable

bool

 

bCastShadow

This section will cast shadow

Public variable

bool

 

bDisabled

If disabled, we won't render this section

Public variable

TArray< FBoneIn...

 

BoneMap

The bones which are used by the vertices of this section.

Public variable

bool

 

bRecomputeTangent

This section will recompute tangent in runtime

Public variable

uint8: 1

 

bSelected

Is this mesh selected?

Public variable

bool

 

bUse16BitBoneIndex

Whether to store bone indices as 16 bit or 8 bit in vertex buffer for rendering.

Public variable

int32

 

ChunkedParentSectionIndex

If this section was produce because of BONE chunking, the parent section index will be valid.

Public variable

FClothingSectio...

 

ClothingData

Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true

Public variable

TArray< FMeshTo...

 

ClothMappingData

The extra vertex data for mapping to an APEX clothing simulation mesh.

Public variable

int16

 

CorrespondClothAssetIndex

INDEX_NONE if not set.

Public variable

int32

 

GenerateUpToLodIndex

The LOD index at which any generated lower quality LODs will include this section.

Public variable

uint16

 

MaterialIndex

Material (texture) used for this section.

Public variable

int32

 

MaxBoneInfluences

Max # of bones used to skin the vertices in this section

Public variable

uint32

 

NumTriangles

The number of triangles in this section.

Public variable

int32

 

NumVertices

Number of vertices in this section (size of SoftVertices array). Available in non-editor builds.

Public variable

int32

 

OriginalDataSectionIndex

This represent the original section index in the imported data.

Public variable

TMap< int32, TA...

 

OverlappingVertices

Map between a vertex index and all vertices that share the same position

Public variable

ESkinVertexColo...

 

RecomputeTangentsVertexMaskChannel

Vertex color channel to mask recompute tangents. R=0,G=1 (default),B=2

Public variable

TArray< FSoftSk...

 

SoftVertices

The soft vertices of this section.

Constructors

Name Description

Public function

FSkelMeshSection()

Functions

Name Description

Public function

void

 

CalcMaxBoneInfluences()

Calculate max # of bone influences used by this skel mesh section

Public function

void

 

CalcUse16BitBoneIndex()

Calculate if this skel mesh section needs 16-bit bone indices

Public function Const

int32

 

GetMaxBoneInfluences()

Public function Const

int32

 

GetNumVertices()

Public function Const

int32

 

GetVertexBufferIndex()

Public function Const

bool

 

HasClothingData()

Public function Const

bool

 

Use16BitBoneIndex()

Deprecated Variables

Name Description

Public variable

bool

 

bLegacyClothingSection_DEPRECATED

This is set for old 'duplicate' sections that need to get removed on load

Public variable

int16

 

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

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss