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API > API/Plugins > API/Plugins/MeshModelingToolsEditorOnly
| Name | UAttributeEditorLightmapUVActions |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingToolsEditorOnly/Public/AttributeEditorTool.h |
| Include Path | #include "AttributeEditorTool.h" |
Syntax
UCLASS ()
class UAttributeEditorLightmapUVActions : public UAttributeEditorActionPropertySet
Inheritance Hierarchy
- FWatchablePropertySet → UInteractiveToolPropertySet → UAttributeEditorActionPropertySet → UAttributeEditorLightmapUVActions
- UObjectBase → UObjectBaseUtility → UObject → UInteractiveToolPropertySet → UAttributeEditorActionPropertySet → UAttributeEditorLightmapUVActions
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGenerateLightmapUVs | bool | Whether or not Lightmap UVs are enabled in the Static Mesh Build Settings. | AttributeEditorTool.h |
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| DestinationUVIndex | int32 | Lightmap UVs are stored in this UV Channel. Use the Static Mesh Editor to change this value. | AttributeEditorTool.h |
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| SourceUVIndex | int32 | Source UV channel used to compute Lightmap UVs. Use the Static Mesh Editor to change this value. | AttributeEditorTool.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Disable() |
AttributeEditorTool.h |
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void Enable() |
AttributeEditorTool.h |
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void Reset() |
Reset Lightmap UV channels to Source Channel UV0 and Destination as UVMax+1 | AttributeEditorTool.h |
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