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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SkeletalMeshSampling.h>
Public Member Functions | |
| ENGINE_API | FSkeletalMeshSamplingRegion () |
| ENGINE_API void | GetFilteredBones (struct FReferenceSkeleton &RefSkel, TArray< int32 > &OutIncludedBoneIndices, TArray< int32 > &OutExcludedBoneIndices) |
| ENGINE_API bool | IsMaterialAllowed (FName MaterialName) |
Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.
| FSkeletalMeshSamplingRegion::FSkeletalMeshSamplingRegion | ( | ) |
| void FSkeletalMeshSamplingRegion::GetFilteredBones | ( | struct FReferenceSkeleton & | RefSkel, |
| TArray< int32 > & | OutIncludedBoneIndices, | ||
| TArray< int32 > & | OutExcludedBoneIndices | ||
| ) |
Directly included vertices from a future painting tool. Directly included bones from a future painting tool.
| TArray<FSkeletalMeshSamplingRegionBoneFilter> FSkeletalMeshSamplingRegion::BoneFilters |
Filters to determine which triangles and bones to include in this region based on bone.
| uint32 FSkeletalMeshSamplingRegion::bSupportUniformlyDistributedSampling |
Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle.
| int32 FSkeletalMeshSamplingRegion::LODIndex |
The LOD of the mesh that this region applies to.
| TArray<FSkeletalMeshSamplingRegionMaterialFilter> FSkeletalMeshSamplingRegion::MaterialFilters |
Filters to determine which triangles to include in this region based on material.
| FName FSkeletalMeshSamplingRegion::Name |
Name of this region that users will reference.