FSkeletalMeshObject::UpdateSkinWeightBuffer

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.

Choose your operating system:

Windows

macOS

Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h

Include

#include "SkeletalRenderPublic.h"

Syntax

void UpdateSkinWeightBuffer
(
    USkinnedMeshComponent * InMeshComponent
)

Remarks

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.