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API > API/Plugins > API/Plugins/MeshModelingToolsEditorOnlyExp > API/Plugins/MeshModelingToolsEditorOnlyExp/SkeletalMesh > API/Plugins/MeshModelingToolsEditorOnlyExp/SkeletalMesh/USkinWeightsPaintTool
References
| Module | MeshModelingToolsEditorOnlyExp |
| Header | /Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Public/SkeletalMesh/SkinWeightsPaintTool.h |
| Include | #include "SkeletalMesh/SkinWeightsPaintTool.h" |
| Source | /Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Private/SkeletalMesh/SkinWeightsPaintTool.cpp |
void BeginChange()
Remarks
HOW TO EDIT WEIGHTS WITH UNDO/REDO:
Live Edits: For multiple weight editing operations that need to be grouped into a single transaction, like dragging a slider or dragging a brush, you must call BeginChange(), then ApplyWeightsEditsToMesh(bShouldTransact=false), then EndChange(). All the edits are stored into the "ActiveChange" and applied as a single transaction. Deformations and vertex colors will be updated throughout the duration of the change.
Single Edits: For all one-and-done edits, you can call ApplyWeightEditsToMesh(bShouldTransact=True). It will Begin/End the change and create a transaction for it.