Navigation
API > API/Plugins > API/Plugins/USDUtilities
| Name | FUsdBlendShape |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/USDCore/Source/USDUtilities/Public/USDSkeletalDataConversion.h |
| Include Path | #include "USDSkeletalDataConversion.h" |
Syntax
struct FUsdBlendShape
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasAuthoredTangents | bool | USDSkeletalDataConversion.h | ||
| Inbetweens | TArray< FUsdBlendShapeInbetween > | USDSkeletalDataConversion.h | ||
| LODIndicesThatUseThis | TSet< int32 > | Because Meshes need to target BlendShapes with USD relationships, and because relationships can't target things inside USD variants, we get that we can never have different data for different LODs within the same blend shape, like UMorphTarget does. | USDSkeletalDataConversion.h | |
| Name | FString | USDSkeletalDataConversion.h | ||
| Vertices | TArray< FMorphTargetDelta > | USDSkeletalDataConversion.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsValid() |
USDSkeletalDataConversion.h |