FSkelMeshRenderSection

Syntax

struct FSkelMeshRenderSection

Variables

Name Description

Public variable

uint32

 

BaseIndex

The offset of this section's indices in the LOD's index buffer.

Public variable

uint32

 

BaseVertexIndex

The offset into the LOD's vertex buffer of this section's vertices.

Public variable

bool

 

bCastShadow

This section will cast shadow

Public variable

bool

 

bDisabled

Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset

Public variable

TArray < FBoneIn ...

 

BoneMap

The bones which are used by the vertices of this section.

Public variable

bool

 

bRecomputeTangent

This section will recompute tangent in runtime

Public variable

FClothingSectio ...

 

ClothingData

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

Public variable

TArray < FMeshTo ...

 

ClothMappingData

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

Public variable

int16

 

CorrespondClothAssetIndex

INDEX_NONE if not set.

Public variable

FDuplicatedVert ...

 

DuplicatedVerticesBuffer

Index Buffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex

Public variable

uint16

 

MaterialIndex

Material (texture) used for this section.

Public variable

int32

 

MaxBoneInfluences

Max # of bones used to skin the vertices in this section

Public variable

uint32

 

NumTriangles

The number of triangles in this section.

Public variable

uint32

 

NumVertices

The number of triangles in this section.

Constructors

Name Description

Public function

FSkelMeshRenderSection()

Functions

References

Module

Engine

Header

Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h