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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SkeletalMeshAttributes.h>
Inheritance diagram for FSkeletalMeshAttributes:
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explicit |
| TAttributesSet< FBoneID > & FSkeletalMeshAttributes::BoneAttributes | ( | ) |
| FSkeletalMeshAttributes::FBoneArray & FSkeletalMeshAttributes::Bones | ( | ) |
| FBoneID FSkeletalMeshAttributes::CreateBone | ( | ) |
Adds a new bone and returns its ID
| FSourceGeometryPartID FSkeletalMeshAttributes::CreateSourceGeometryPart | ( | ) |
| void FSkeletalMeshAttributes::DeleteSourceGeometryPart | ( | FSourceGeometryPartID | InSourceGeometryPartID | ) |
| FSkeletalMeshAttributes::FBoneColorAttributesRef FSkeletalMeshAttributes::GetBoneColors | ( | ) |
| FSkeletalMeshAttributes::FBoneNameAttributesRef FSkeletalMeshAttributes::GetBoneNames | ( | ) |
| FSkeletalMeshAttributes::FBoneParentIndexAttributesRef FSkeletalMeshAttributes::GetBoneParentIndices | ( | ) |
| FSkeletalMeshAttributes::FBonePoseAttributesRef FSkeletalMeshAttributes::GetBonePoses | ( | ) |
| FSkeletalMeshAttributesShared::FSourceGeometryPartNameRef FSkeletalMeshAttributes::GetSourceGeometryPartNames | ( | ) |
| FSkeletalMeshAttributesShared::FSourceGeometryPartVertexOffsetAndCountRef FSkeletalMeshAttributes::GetSourceGeometryPartVertexOffsetAndCounts | ( | ) |
| TVertexInstanceAttributesRef< FVector3f > FSkeletalMeshAttributes::GetVertexInstanceMorphNormalDelta | ( | const FName | InMorphTargetName | ) |
Returns a writable vertex instance normal delta attribute for the given morph target. The delta is the difference between the normal vector of the mesh and the normal vector of the desired morphed mesh. Adding this value to the normal vector of the mesh will return the morph's normal vector for this vertex instance. If the morph was not registered to include normals, this will return an invalid attribute.
| TVertexAttributesRef< FVector3f > FSkeletalMeshAttributes::GetVertexMorphPositionDelta | ( | const FName | InMorphTargetName | ) |
Returns a writable vertex position delta attribute for the given morph target. The delta is the difference between the point position of the mesh and the point position of the morphed mesh. Adding this value to the point position of the mesh will return the morph point position.
| FSkinWeightsVertexAttributesRef FSkeletalMeshAttributes::GetVertexSkinWeights | ( | const FName | InProfileName = NAME_None | ) |
Returns the skin weight profile given by its name. NAME_None corresponds to the default profile.
| FSkinWeightsVertexAttributesRef FSkeletalMeshAttributes::GetVertexSkinWeightsFromAttributeName | ( | const FName | InAttributeName = NAME_None | ) |
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inlinestatic |
Returns true if a given attribute name is a name for a reserved attribute or not. If not a reserved attribute, it's one that has been user-defined and is not required by any system.
Reimplemented from FStaticMeshAttributes.
| void FSkeletalMeshAttributes::RegisterColorAttribute | ( | ) |
Register an optional color attribute for bones
| bool FSkeletalMeshAttributes::RegisterImportPointIndexAttribute | ( | ) |
Register an attribute that can be used to maintain a relationship between a given vertex and the point it originated from on the original imported mesh. This can be useful when trying to match the stored mesh to the import mesh as stored in the import file (e.g. FBX, Alembic, glTF, etc).
| bool FSkeletalMeshAttributes::RegisterMorphTargetAttribute | ( | const FName | InMorphTargetName, |
| const bool | bIncludeNormals | ||
| ) |
Register a new morph target with the given name. The attribute name will encode the user-defined morph target name and it will be listed in GetMorphTargetNames(). Returns true if the morph target was successfully registered. Returns false if the attribute was already registered or if InMorphTargetName is empty. The position delta is stored as a vertex attributes, and the optional normal is stored as a vertex instance attribute to allow for hard edges on morph targets.
| InMorphTargetName | The name of the morph target to add. Cannot be empty. |
| bIncludeNormals | Set to true if per-vertex instance normals (Z-tangent) should be included. Otherwise the normals will be automatically computed and only the position delta vertex attribute registered. |
Register a new skin weight profile with the given name. The attribute name will encode the profile name and it will be listed in GetSkinWeightProfileNames(). Returns true if the profile was successfully registered. Returns false if the attribute was already registered or if IsValidSkinWeightProfileName() returned false.
| void FSkeletalMeshAttributes::RegisterSourceGeometryPartsAttributes | ( | ) |
This will register the source geometry attributes and their element container on the mesh description so that source geometry part information can be stored.
| void FSkeletalMeshAttributes::ReserveNewBones | ( | const int | InNumBones | ) |
Reserves space for this number of new bones
| TAttributesSet< FSourceGeometryPartID > & FSkeletalMeshAttributes::SourceGeometryPartAttributes | ( | ) |
| FSkeletalMeshAttributesShared::FSourceGeometryPartArray & FSkeletalMeshAttributes::SourceGeometryParts | ( | ) |
| void FSkeletalMeshAttributes::UnregisterImportPointIndexAttribute | ( | ) |
Convenience function to unregister the attribute that maintains the relationship between a given vertex and the originating point on the import mesh. Use if updating the mesh description but no longer maintaining this relationship (e.g. the topology changed and so this map cannot possibly be accurate).
Unregister an existing morph target with the given name (as returned by GetMorphTargetNames()). Returns true if the morph target was successfully unregistered. Returns false if the attribute wasn't registered or if InMorphTargetName is empty.
Unregister an existing skin weight profile with the given name Returns true if theprofile was successfully unregistered. Returns false if the attribute wasn't registered or if InProfileName is empty.