UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSkelMeshRenderSection Struct Reference

#include <SkeletalMeshLODRenderData.h>

Public Member Functions

 FSkelMeshRenderSection ()
 
bool HasClothingData () const
 
int32 GetVertexBufferIndex () const
 
int32 GetNumVertices () const
 
bool IsValid () const
 

Public Attributes

uint16 MaterialIndex
 
uint32 BaseIndex
 
uint32 NumTriangles
 
bool bRecomputeTangent
 
bool bCastShadow
 
bool bVisibleInRayTracing
 
ESkinVertexColorChannel RecomputeTangentsVertexMaskChannel
 
uint32 BaseVertexIndex
 
TArray< FMeshToMeshVertDataClothMappingData_DEPRECATED
 
TArray< TArray< FMeshToMeshVertData > > ClothMappingDataLODs
 
TArray< FBoneIndexTypeBoneMap
 
uint32 NumVertices
 
int32 MaxBoneInfluences
 
int16 CorrespondClothAssetIndex
 
FClothingSectionData ClothingData
 
FDuplicatedVerticesBuffer DuplicatedVerticesBuffer
 
bool bDisabled
 

Friends

ENGINE_API friend FArchiveoperator<< (FArchive &Ar, FSkelMeshRenderSection &S)
 

Constructor & Destructor Documentation

◆ FSkelMeshRenderSection()

FSkelMeshRenderSection::FSkelMeshRenderSection ( )
inline

Member Function Documentation

◆ GetNumVertices()

int32 FSkelMeshRenderSection::GetNumVertices ( ) const
inline

◆ GetVertexBufferIndex()

int32 FSkelMeshRenderSection::GetVertexBufferIndex ( ) const
inline

◆ HasClothingData()

bool FSkelMeshRenderSection::HasClothingData ( ) const
inline

◆ IsValid()

bool FSkelMeshRenderSection::IsValid ( ) const
inline

Friends And Related Symbol Documentation

◆ operator<<

ENGINE_API friend FArchive & operator<< ( FArchive Ar,
FSkelMeshRenderSection S 
)
friend

Member Data Documentation

◆ 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

TArray<FBoneIndexType> FSkelMeshRenderSection::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

FClothingSectionData FSkelMeshRenderSection::ClothingData

Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true

◆ ClothMappingData_DEPRECATED

TArray<FMeshToMeshVertData> FSkelMeshRenderSection::ClothMappingData_DEPRECATED

The extra vertex data for mapping to an APEX clothing simulation mesh.

◆ ClothMappingDataLODs

TArray<TArray<FMeshToMeshVertData> > FSkelMeshRenderSection::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

FDuplicatedVerticesBuffer FSkelMeshRenderSection::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

ESkinVertexColorChannel FSkelMeshRenderSection::RecomputeTangentsVertexMaskChannel

Which channel for masking the recompute tangents


The documentation for this struct was generated from the following file: