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Information needed to generate the mask for a specific bone. This includes a list of bone names. Each bone has a skinning influence mask. The final mask will be a merge of all the bone masks of bones listed inside this info struct. There will be an array of these structs, one for each bone.
| Name | FMLDeformerMaskInfo |
| Type | struct |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/Public/MLDeformerMasking.h |
| Include Path | #include "MLDeformerMasking.h" |
Syntax
USTRUCT ()
struct FMLDeformerMaskInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneNames | TArray< FName > | The list of bone names that should be included in the mask generation. | MLDeformerMasking.h | |
| MaskMode | EMLDeformerMaskingMode | The masking mode. | MLDeformerMasking.h | |
| VertexAttributeName | FName | If the masking mode is set to VertexAttribute then we can check which attribute to use using this member. | MLDeformerMasking.h |