FMeshToMeshVertData

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h

Include

#include "SkeletalMeshTypes.h"

Syntax

struct FMeshToMeshVertData

Remarks

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

Variables

Name Description

Public variable

FVector4

 

NormalBaryCoordsAndDist

Barycentric coords and distance along normal for the location of the unit normal endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition

Public variable

uint32[2]

 

Padding

Dummy for alignment (16 bytes)

Public variable

FVector4

 

PositionBaryCoordsAndDist

Barycentric coords and distance along normal for the position of the final vert.

Public variable

uint16[4]

 

SourceMeshVertIndices

Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position

Public variable

FVector4

 

TangentBaryCoordsAndDist

Barycentric coords and distance along normal for the location of the unit Tangent endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition

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