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API > API/Plugins > API/Plugins/MeshModelingToolsEditorOnlyExp > API/Plugins/MeshModelingToolsEditorOnlyExp/SkeletalMesh
References
| Module | MeshModelingToolsEditorOnlyExp |
| Header | /Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Public/SkeletalMesh/SkinWeightsPaintTool.h |
| Include | #include "SkeletalMesh/SkinWeightsPaintTool.h" |
Syntax
struct FCleanedEditMesh
Remarks
Why does this exist? It is important for the mesh selection algorithms to operate on a mesh that is free from floating vertices, but changing the topology of the mesh the tool is working on causes issue with the non-manifold mapping, UV attributes and possibly other things
So, rather than track these issues down individually, we leave the original mesh topology intact, and operate on a cleaned submesh. When the tool exits, we copy the weight edits from the submesh to the full mesh. This means weights of the floating vertices cannot be edited, however they do not matter since they do not belong to any triangles they cannot be rendered
Constructors
| Type | Name | Description | |
|---|---|---|---|
FCleanedEditMesh
(
const FDynamicMesh3& InDynamicMesh, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CopyWeightsToOriginalMesh
(
const FName InProfile |
||
| FDynamicMesh3 & | |||
| FMeshDescription & | |||
| FDynamicMesh3 & | |||
| FMeshDescription & |