BindingAsset

Optional binding asset for binding a groom onto a skeletal mesh.

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Windows

macOS

Linux

Syntax

UPROPERTY(EditAnywhere, BlueprintReadOnly, Interp, Category="Groom",
          Meta=(EditCondition="GroomCache == nullptr"))
TObjectPtr< class UGroomBindingAsset > BindingAsset

Remarks

Optional binding asset for binding a groom onto a skeletal mesh. If the binding asset is not provided the projection is done at runtime, which implies a large GPU cost at startup time.