#include <SkeletalMeshLODRenderData.h>
◆ FSkelMeshRenderSection()
| FSkelMeshRenderSection::FSkelMeshRenderSection |
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◆ GetNumVertices()
| int32 FSkelMeshRenderSection::GetNumVertices |
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◆ GetVertexBufferIndex()
| int32 FSkelMeshRenderSection::GetVertexBufferIndex |
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◆ HasClothingData()
| bool FSkelMeshRenderSection::HasClothingData |
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◆ IsValid()
| bool FSkelMeshRenderSection::IsValid |
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◆ operator<<
◆ BaseIndex
| uint32 FSkelMeshRenderSection::BaseIndex |
The offset of this section's indices in the LOD's index buffer.
◆ BaseVertexIndex
| uint32 FSkelMeshRenderSection::BaseVertexIndex |
The offset into the LOD's vertex buffer of this section's vertices.
◆ bCastShadow
| bool FSkelMeshRenderSection::bCastShadow |
This section will cast shadow
◆ bDisabled
| bool FSkelMeshRenderSection::bDisabled |
Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset
◆ BoneMap
The bones which are used by the vertices of this section. Indices of bones in the USkeletalMesh::RefSkeleton array
◆ bRecomputeTangent
| bool FSkelMeshRenderSection::bRecomputeTangent |
This section will recompute tangent in runtime
◆ bVisibleInRayTracing
| bool FSkelMeshRenderSection::bVisibleInRayTracing |
If true, this section will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.
◆ ClothingData
Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true
◆ ClothMappingData_DEPRECATED
The extra vertex data for mapping to an APEX clothing simulation mesh.
◆ ClothMappingDataLODs
The cloth deformer mapping data to each of the required cloth LOD. Raytracing may require a different deformer LOD to the one being simulated/rendered. The outer array index represents the LOD bias. The inner array indexes the vertex data. If this LODModel is LOD3, ClothMappingDataLODs[1] will point to defomer data using LOD2, and ClothMappingDataLODs[2] will point to defomer data that are using cloth LOD1, ...etc. ClothMappingDataLODs[0] always point to defomer data of the same cloth LOD, this is convenient for cases where the cloth LOD bias is not known or required.
◆ CorrespondClothAssetIndex
| int16 FSkelMeshRenderSection::CorrespondClothAssetIndex |
◆ DuplicatedVerticesBuffer
Index Buffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex
◆ MaterialIndex
| uint16 FSkelMeshRenderSection::MaterialIndex |
Material (texture) used for this section.
◆ MaxBoneInfluences
| int32 FSkelMeshRenderSection::MaxBoneInfluences |
max # of bones used to skin the vertices in this section
◆ NumTriangles
| uint32 FSkelMeshRenderSection::NumTriangles |
The number of triangles in this section.
◆ NumVertices
| uint32 FSkelMeshRenderSection::NumVertices |
The number of vertices in this section.
◆ RecomputeTangentsVertexMaskChannel
Which channel for masking the recompute tangents
The documentation for this struct was generated from the following file: