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Soften brush averages colors at any vertices that have split elements, effectively un-splitting them Currently this averaging is done in a single step, ie falloff/etc is ignored, but it could be done more gradually...
| Name | FVertexColorSoftenBrushOp |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Sculpting/MeshVertexPaintBrushOps.h |
| Include Path | #include "Sculpting/MeshVertexPaintBrushOps.h" |
Syntax
class FVertexColorSoftenBrushOp : public UE::Geometry::FMeshVertexColorBrushOp
Inheritance Hierarchy
- FMeshSculptBrushOp → FMeshVertexColorBrushOp → FVertexColorSoftenBrushOp
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TempElementIDs | TArray< int32 > | Sculpting/MeshVertexPaintBrushOps.h |
Functions
Public
Overridden from FMeshVertexColorBrushOp
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyStampToVertexColors
(
const FDynamicMesh3* Mesh, |
Sculpting/MeshVertexPaintBrushOps.h |